Most cars still four-wheeled. And runs on internal combustion engine, consuming gasoline.joshdm2001_ESO wrote: »
Not at all.
Let's compare this to a car. Do car companies release cars with the same gadgets from 10, 15, 20 years ago? At some point the de facto standard becomes power windows with more features and not hand cranks with less features. or else no one will buy that car. Would you buy a car that had built in gps as the gimmick but still relied on hand cranked windows? No you would expect it to have powered windows.
The reason MMOs die off is because everyone can become self sufficient rather quickly via alts and horizontal progression
Imagine if your combat character could not be a crafter, and it was the only character you had (or maybe 2 at most on the server like SWG did)
You absolutely HAD to rely on others and interact. You couldnt do everything with one toon. It simply could not be accomplished. Even if you dual specced, you came up short in something. Your alt if you had one was similarly locked into place.
This new generation of "alts until you have it all yourself" has killed in game economies and social circles more than any other phenomenon in MMOs.
Honestly we need about 1/2 of the skill points we are able to obtain now to make this possible, or double the costs to unlock skills and trees. With 350ish available, its more than plausible to have 3-4 full craft trees, 3 armor types, all class skills, all guild skills, and 2-3 weapon trees simultaneously unlocked on one character. This is the cancer that kills MMOs.
No one needs a weaponsmith, alchemist, provisioner, or anything else because they can provide entirely for themselves. No one needs to get a healer for a group because the groups now all have alts they can switch around to. Its become a catastrophe. Once vertical progression stops, horizontal progression in this game slowly removes all need for another human body to do anything outside of "endgame" and even that is being impinged on because those of us that started as X role are now Y Z A B C as well.
The reason MMOs die off is because everyone can become self sufficient rather quickly via alts and horizontal progression
Imagine if your combat character could not be a crafter, and it was the only character you had (or maybe 2 at most on the server like SWG did)
You absolutely HAD to rely on others and interact. You couldnt do everything with one toon. It simply could not be accomplished. Even if you dual specced, you came up short in something. Your alt if you had one was similarly locked into place.
This new generation of "alts until you have it all yourself" has killed in game economies and social circles more than any other phenomenon in MMOs.
Honestly we need about 1/2 of the skill points we are able to obtain now to make this possible, or double the costs to unlock skills and trees. With 350ish available, its more than plausible to have 3-4 full craft trees, 3 armor types, all class skills, all guild skills, and 2-3 weapon trees simultaneously unlocked on one character. This is the cancer that kills MMOs.
No one needs a weaponsmith, alchemist, provisioner, or anything else because they can provide entirely for themselves. No one needs to get a healer for a group because the groups now all have alts they can switch around to. Its become a catastrophe. Once vertical progression stops, horizontal progression in this game slowly removes all need for another human body to do anything outside of "endgame" and even that is being impinged on because those of us that started as X role are now Y Z A B C as well.
Wasn't that the gimmick of Vanguard? Is Vanguard still around? No? I thought as much.Imagine if your combat character could not be a crafter, and it was the only character you had (or maybe 2 at most on the server like SWG did)
You absolutely HAD to rely on others and interact. You couldnt do everything with one toon. It simply could not be accomplished. Even if you dual specced, you came up short in something. Your alt if you had one was similarly locked into place.
Um, no. Forced interaction and mandatory sociability are not the way to go any longer, not in this day and age. People use games as a form of escapism, and if these games and their systems remind them too much of RL, they will quickly go looking for something else, and the market is far, far bigger today than it was, say, ten years ago.This new generation of "alts until you have it all yourself" has killed in game economies and social circles more than any other phenomenon in MMOs.
Honestly we need about 1/2 of the skill points we are able to obtain now to make this possible, or double the costs to unlock skills and trees. With 350ish available, its more than plausible to have 3-4 full craft trees, 3 armor types, all class skills, all guild skills, and 2-3 weapon trees simultaneously unlocked on one character. This is the cancer that kills MMOs.
joshdm2001_ESO wrote: »
These games still exist except for WAR. there is no argument there. fyi WAR was EAs rival game to AOC. It only lasted about 2 years before ea pulled the plug do to terrible subscription numbers.
Anyways, existing for 10 years, some hanging onto a thread, while the others continue to chug along catering to a small fan base doesn't constitute a healthy thriving mmorpg. At some point development slows down, new proposed ideas and addons are abandoned (I'm looking at you eso spell crafting) and the dwindling player base is left with the original gimmick and a few updates here and there.
joshdm2001_ESO wrote: »
That's my point. Companies need to analyze player behavior, look at trends, figure out what works and doesn't, hire knowledge managers. Learn from the player base. If your not holding a players attention your doing it wrong. Hold the players attention with rewards,challeneges, and social interaction. The stuff I mention are not gimmicks. I believe they should be standard to the core of every mmorpg and not a novelty. The gimmicks are novelties that get boring overtime.
joshdm2001_ESO wrote: »
call me delusional then. You can't discredit my OP though. Because my OP was not about content. It is about gimmicks, rewards, socialization, and challenges. Throwing content at the player certainly helps by is not the end all be all solution.
Actually the genre is getting alot more active. Those who've been following the genre from lets say before 2005 know this very well. Just like ESO its almost 1.5 year old and the game is full priced and still sells, thats success itself.
wrlifeboil wrote: »
KhajitFurTrader wrote: »Wasn't that the gimmick of Vanguard? Is Vanguard still around? No? I thought as much.
Um, no. Forced interaction and mandatory sociability are not the way to go any longer, not in this day and age. People use games as a form of escapism, and if these games and their systems remind them too much of RL, they will quickly go looking for something else, and the market is far, far bigger today than it was, say, ten years ago.
In a game, it feels great to be independent from others in as many aspects as possible. It feels great to to be able to only socialize where one deems it to be favorable, where it serves one's own means and ends, and where one is in complete control over the initialization, duration, and termination of social contacts. MMO developers have learned to listen to the crowds, where the voices of the egomaniacal individualists have grown louder and louder over the years, and so MMOs today tend to cater to them in the first place as a selling point. Ironically, this is the antithesis to the very essence of an MMO, which is why they're in decline today.
Truly social games are niche today, in a world where social networks rule.
Ultima Online - 18 years
Star Wars Galaxies - 8 1/2 years
Everquest - 16 years
EvE - 12 years
Lineage II - 12 years
All of these games have/had hard limitations on scope of what an individual player can do for themselves and require social interaction and dependency to thrive (unless one runs multiple accounts and plays 12 hours a day, which is not the norm)
Except for SWG which folded due to the release of SWTOR despite still being profitable and having a small but very hardcore community (that even spun off three different major attempts to emulate it, unheard of for any other cancelled MMO), all of these games beat every other game for longetivity, durability, and retention. Despite some having lost the casual crowd you seem to refer to, they are healthy and in most cases thriving.
The only modern MMO that can boast 10+ years of longetivity is WoW, which is the aberration everyone falls back on to justify every other reason MMOs in the new generation "have to change with the times." Every MMO since has been a wow-clone or attempt at one, have almost universally been a flash in the pan or disappointment to the herd that nomadically moves from MMO to MMO, or folded due to financial non-sustainablity. The reason? All of those games had the same problem ESO does, every player can do it all by themselves with no need for true interaction (outside of say trials just for the sake of bodies).
So we come full circle back to how I am correct. Every wonder why the older generation of MMO players are so sentimental about the old days? Because the games were better before WoW destroyed MMOs and the way they are developed forever.
NewBlacksmurf wrote: »Here is why MMO games are failing
-people come to play them and in large masses they go and pressure the developers to change the game to be like features in another game vs playing the game as the developer intended.
Just looking at this forum and zone chat alone
Good luck developers
MyNegation wrote: »dos and don'ts of making a game that will keep the people playing.
megaservers where you will encounter a certain player only once, even if he is in your friend list, where all the faces you see you see only once.--> out
named server with community, when you more or less encounter the same players in leveling, dungeons and PVP and personal and guild reputation matters --> in.
**I tend to agree here, I think people have a tendency to feel more of a sense of community and ownership with their own server, however I think the "megaserver" thing is more of a technical choice.**
fast travel that reduce the whole world to pin map --> out
caravan/ship/whatever only to zone, or at least only to major hubs in the zone. all travel inside the zone should be made by foot interacting with the environment.--> in
**I disagree. While it can be fun to travel more traditionally (and I have just walked a zone instead of running) these days you sometimes don't have much time to get your game on and don't want to spend it moving through the zone.**
flying mounts/ early available fast mounts that reduce your interaction with the world and easy for you to avoid danger and interaction -->out.
fast mounts as a status symbol only to maxed level chars that finished some long term deed ( pvp rank, PVE raid drop, super crafted mount that require all crafts maxed out etc) -->in
**I like the idea of "earning" some things and having to accomplish something.**
instanced open world where you party side by side with your friend and he vanish in a thin air because he already finished this quest last night. or solo personal story--> out
mixed levels maps where you have high level hubs in a low level map, whether it is a dungeon, entrance to PVP instance, or simply an elite zone in the map that have high level players interest, in order for the lowbies to see high level players and interact with them.--> in
easily soloable leveling and open world where you take out map group bosses barely using a healing potion, and where nobody bothers you with "/w can you help me pls with the camp of doom? " --> out.
challenging leveling and open world which is very possible to solo, but challenging and require you to use resources in order to survive encounter, and have a recuperation down time after the encounter to heal up, where you will want to duo with someone just to make it faster, where you have elite zones with side quests where you need a small group to prevail--> in.
**Again, the idea is nice but many people today don't want to spend their gaming time "recuperating". Remember in EQ when you had to actually rest to recover mana and consume foodstuffs? Try going back now and feel the frustration.**
self sufficient classes or roles, that can do everything CC, DPS, and self healing very well. and really don't need nobody else to play with.--> out
interdependent classes or roles where single class/ role either don't have all the tools in their box- or have a real disadvantage at some aspect. where two players will supplement each other and not override each other. where the power of two grouping players is higher than the sum of two players by themselves. --> in
**I tend to agree about the "all inclusive" characters but I'm a realist. The game needs to be accessible to all. While I don't create or play my toons in that manner (I enjoy having weaknesses and faults) I understand other's desires to be self sufficient.**
it is sad that todays devs forgot the basics and build their games around cool gimmicks, which are truly cool but they don't last for long... and can't replace the basics.
wrlifeboil wrote: »
Microwave Oven effect. Once you use a microwave oven, you can't do without the convenience of one ever again.
Yup lol but for a supposed *Next Gen MMO* they should be looking at what people like about mmos and find a way to improve on it.
Take warframe for this they took movement in normal style mmos and then added Parkour and dance dance movement to it.
Now all future mmo movement will be compared to what warframe did because if they can do it why can't *insert mmmo* do it.
Especially because warframe is an old mmo running on an engine even older.
Buuut take this as an opportunity
Warframe movementhttps://youtu.be/86DFeTqLp3s
Possible movement added to ESO (quick mod of skyrim as an example) 2 year old videohttps://youtu.be/XOj7WAAABm0
Fact is eso plays like a 5 year old mmo with a different combat system and alot more is expected these days as games like destiny,warframe and what not are the new classed mmos and game developers must adapt.
Especially because this is the type of mmos console players are used to and they are trying to get in on the market.
You move with the times or get left behind.
My 2 cents anyway
I see it in another perspective tho... To me it seems that what is causing games failure or success when launching is down to if the hyped expectations of it is met or not.
Usually game companies present text lists + some screenshot or a short non-telling trailer to present the "features" of the upcoming game and that paints a picture into the potential players minds of what is to come.
Here is an example
- A living breathing world where players actually affect the game world- turns out to be player only phased areas that no one but the player can see and experience - but non other.
So while this isnt exactly wrong in its describing it isnt necessarily what whas pictured by the masses.
Apply this into just about anything and you start seeing what might be the cause of why people get disapointed and leave the games after a few months of the release.
I think games would be better off by actually showing and telling the features as they are and not boosted highlights that leaves alot to player imagination.
Thats what I think.
Actually the genre is getting alot more active. Those who've been following the genre from lets say before 2005 know this very well. Just like ESO its almost 1.5 year old and the game is full priced and still sells, thats success itself. Wow is finally losing its grib, about freaking time.
I mostly agree with the points written by @Danikat
my contributions to this thread with be this one: No MMO on PC will ever manage to repeat the success of World of Warcraft. We can mock WOW as much as we want, it still have today more than 7 millions of players suscribed. No other MMO can dream even half of that population.
But does numbers make everything?
Sure it's fun to play that big game everyone is talking about. you feel like part of the gang. But I believe that nowadays, it's a lot better when games renounce to please the masses, and try to do their own thing and succeeed at it. Might be more in the line of a niche game, but the community is a lot better when truely dedicated to its game, smaller and driven by the desire of seeing their game succesful.
I believe that ESO is not a game for everyone and it should not try to be. Yet it still appeal to different crowd and style of gamer and that's great.
I disagree that modern MMORPG are failing. But maybe we are failing as community, because we have become impatient, demanding, un loyal and undedicated, unable of commitment and effort. Yes, we can partially attribute the wrongs to Blizzard which badly educated the players to have everything easy, but seriously....in the end of day, aren't we responsible for ourselves?
If MMO are failing today, it's because the players behave as spoiled kids and devellopers are getting white hair, trying to satisfy our unrealistics wishes.
;
mwsacto_ESO wrote: »If they were failing they wouldn't be made. Unless your A baseball player with money to throw away on a dream.