joshdm2001_ESO wrote: »Let me pose a theory on why I think the next generation mmorpgs are failing. There is a fundamental lack of social and reward integration which has led to a breakdown in gaming success. I'm not going to write a wall of text and a thesis paper here, but I think it's important that the industry refocus on what is important to be successful.
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.
;
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.
firstdecan wrote: »There is a previous comment disparaging people who expected "Skyrim with friends," but that expectation was a reasonable expectation given the fact that this is an Elder Scrolls title. If there had been more emphasis on making the game "Skyrim with friends," and as such more emphasis on group content at all levels, there would have been a better quality game.
It's not the game that is failing, but the players.joshdm2001_ESO wrote: »Why the next generation mmorpgs are failing Bookmark Let me pose a theory on why I think the next generation mmorpgs are failing. There is a fundamental lack of social and reward integration which has led to a breakdown in gaming success.
I kinda hate posts in which people are complaining on what is wrong, yet they are the last to provide information on what exactly would work for them.
MyNegation wrote: »
stage 1: remove megaserver. break the population to equal shards. first month free transfer, later it will cost 5000 Crowns and you can do it only once a month and your PVP rating reset to zero.
the Cyrodill campaign will be server campaign instead of 7-14 -30 etc.
stage 2: build proper grouping tool, not a silly "match maker" but grouping tool as an exact copy of what successfully works for DDO and GW2. - it took me one second to find a group in GW2 yesterday for the dungeon i wanted. in ESO i can sit on dungeon finder for two hours as a tank and get no-where.
stage 3: make three difficulties for every dungeon and trials: casual- for casuals that want to experience content but don't like to sweat, normal - for pugs, and hard - for skilled organic groups.
balance the rewards accordingly.
stage 4: remove all instancing from open world. rework the quests so the instancing will occur only in dungeons and buildings.
stage 5: add new content whether it is the imperial city, the dark brotherhood or the jewel-crafting or instanced PVP or all of the above and new levels for everything.
the new levels will require mastery in order to proceed, if you choose mastery ( you don't have to and you can remain jack of all trades) in some field you will have to abandon some other field:
guild skills: fighters guild or mages guild or undaunted. (if you are vampire or werewolf you cant have mastery in fighters guild either)
hard crafts: clothing or blacksmithing or woodworking.
soft crafts: enchanting or provisioning or alchemy
alliance war: assault or support.
armor: light or medium or heavy
legerdemain or soul magic ( soul magic will have to be reworked because picking chest locks is too good, maybe open lock spell?)
stage 6: profit awesome game.
Rust_in_Peace wrote: »MMOs used to be a niche market but now they try to make them appeal to everybody because of how popular WoW was. Imagine how much better ESO could have been if they focused all their assets on it being an open world pvp game and ignored making stuff like trials, or vice versa. Instead they tried to market it as a game where you could do EVERYTHING and instead it failed to meet peoples expectations and the game did poorly.
wrlifeboil wrote: »Once you use a microwave oven, you can't do without the convenience of one ever again.
Gandrhulf_Harbard wrote: »
Used to use a microwave extensively, haven't used one - even to defrost stuff - in close on 5 years.
Once I realised how bland food from a microwave tastes in comparison to conventionally cooked food I just stopped using it.
All The Best
just because YOU do not care about it, does not mean most people do not.
Gandrhulf_Harbard wrote: »
Nor did I ever suggest such a thing.
My comment was framed in such a way as to, quite precisely, highlight the danger of taking a specific set of events and assuming they then apply universally.
Much like your "no mmo listens to ideas from forums" post in another thread - I posted an example of one that does - thereby showing the universality of your claim to be false.
All The Best
[and as i proved in that thread, it was a PR move that happens ONCE and had nothing to do with them EVER listening.
Gandrhulf_Harbard wrote: »
You proved nothing of the sort.
You claimed something, and then presented not one single shred of evidence to support your claim, and in fact provided evidence to support my counter-claim.
I refer you to my comment in that thread about a bridge.
All The Best
joshdm2001_ESO wrote: »Let me pose a theory on why I think the next generation mmorpgs are failing. There is a fundamental lack of social and reward integration which has led to a breakdown in gaming success. I'm not going to write a wall of text and a thesis paper here, but I think it's important that the industry refocus on what is important to be successful.
In the old days, why was d&d paper so successful? Because it revolved around social integration. It was more than just games designed to progress and win. They were games designed around building up relationships and conquering challenges through those relationships. The problem with the industry today is, is the business model. The business model hasn't changed since EQ. Sure, each game comes with its own gimmick. Rift was randomly spawned dark anchors. STWOR was storyline, hirelings, and story choices. AoC was open world brutal pvp siege vs siege. WAR was rvr. GW2 is free to play. AION was gliding and portaling between enemy worlds. EQNext is voxels to create an environmentally interactive world. Terra is fps style pvp with no targeting locks. ESO's gimmick is mega server and play the way you want by choosing any race using any armor weapon type. The list goes on and on. The idea of let's create a world with content and design a gimmick to differentiate our product from someone else's is not working.
The games I listed above don't last and here's why. They all excite the masses because of their "gimmick" when the gimmick novelty where's off people get bored and leave. The game becomes nothing but a recycle of the same rinse and repeat garbage that has been released since WoW. Peel the onion and what are you left with? The same grind, pvp, alternate advancement, and quest racing that has been around since EQ and MUDs. This is the de facto standard. Every gaming company that releases an mmorpg thinks they nailed it. They think they figured out the gimmick that will be the next wow killer and become the next 10million+ copies sold mmo with millions of subscribers or players. all examples above have never gotten to where they want to be. Save Eqnext because it's not out yet, but it's only a matter of time before that one falls into the same trap.
The problem becomes the Developer mentality of if you build it with a gimmick, they will come and stay. No. These games need to be designed and built beyond the idea of let's build a new world with a gimmick and release new content periodically to keep gamers interested. No. These games need to be built around social interactions that go beyond "raids". People want living breathing worlds that evolve based on player interactions. Worlds need to be developed from the start with social tools. Integrate voice chat. Integrate LFG tools that work. Integrate player housing, integrate more dynamic trade systems. Integrate mobile device apps that allow trading in real time and player instant chat tools. Integrate esports and a world wide tournament system. Sponsor events. Advertise tournaments at conventions. Allow for more character customizations. Allow characters to design their own costumes. Allow more combat skill choices options so characters aren't forced to re-roll. Allow for titles that mean something with big rewards. Allow for big rewards. People want challenge! Remember back in the day when someone killed the king in ultimate online! That was a big deal in the gaming industry! Allow for challenges. Allow for consequences both in pve and pvp with bigger rewards. Remember that feeling of accomplishment when beating dosha when game first came out? Now it's watered down. Do something with achievements. Integrate an online achievement system so players can see others achievements. Calculate and advertise player statistics so players can see who is the best in the world at stuff. For example, killing dosha the fastest. Give players records to beat. Add Guild halls where player guilds mean something. Stop segregating factions.why in gods name are companies doing thIs? Integrate people! Not separate worlds and then develop a doofy silver gold quest line after the fact. Look I get it. Stupid that a Jedi would be with a sith. But there's ways to make this work so that players can play with each other. Bring the world to the player don't expect the average player to go off on his own and download vent or mumble and re login to a new IP server every time he wants to group with a random group of people. Don't be lazy and put the social development on the player. Don't wash and dry your hands and say, I did my job, I created a world, now it's up to the player to develop social relationships. No. Hire knowledge managers and statistically aggregate and determine what people want. Developers need to be more interactive with players. Not just question and answer sessions or forum presence. Developers need to challenge players with contests in and out of the game. Let players develop content ideas. Let players develop reviewed contents. More in game random and coordinated events. (Rift was actually good at this). The developer MUST design a world that forces social interaction and makes it easy and convenient to do so. You want this game to be successful? Bring it to the player. Not the other way around. All of these examples need to be implemented when a game is released otherwise it's too late. People have moved on and Lost interest.
Eh, I don't know. First of all, my definition of "failure" for an MMO is total shutdown, servers offline. With that being said, if the game is still up and running I don't think I can classify it as a "failure". Taking that into account, every game I've ever seen that has built itself around the idea of "forcing" social interaction has for the most part been shutdown completely - SWG for example.
How well would Star Wars Galaxies do if it was re-released today? Why hasn't it been brought back if that is genuinely the formula for success? I'm sure the OP isn't the only person that has had this thought...
THIS, VERY MUCH THIS! THANK YOU!
There is a SWGemu, that lets you play the original version of the game through a private server...and the server is rarely above 75-100 people, yet it is all over the internet, and a pretty well-known youtuber had A LOT of videos on it.
If SWG was such a perfect game, then why is this server not full of people, why is it still so obscure.
lordrichter wrote: »
You forgot: ... and then, after the developers change the game, the players leave the game for something else and the cycle repeats.
If they stick around, it is not so bad.
They did not make Skyrim with Friends, but I realized yesterday that they made Oblivion with Strangers. ESO's main quest is very similar to Oblivion's main quest and if you toss in strangers you get the main part of ESO, really the only part worth playing right now.
This is entirely the wrong approach. Oblivion with Strangers, like Skyrim with Friends, focuses on being a single player TES game in a multiplayer environment. We get that with the main portion of the game, but the single player TES games are not masters of player retention. Once the single player model ran out of steam, the ZOS designers had to do something, and we got Veteran Ranks, Craglorn, Dragonstar, and Trials.
I am not sure how ZOS would go about fixing the fact that ESO is essentially a short term game, or if they even care. My guess is that even if they did care, they would not have the money to turn the game into something with long term interest that will hold the attention of more and more players. They will solve their problem by releasing a few new zones, which is sort of like using duct tape on a leaky dam. Thus begins the endless tail chase for new content, which ZOS does not have the attention span and staying power to provide. Even if they did have that, they could not provide it fast enough to meet the demand.
Rust_in_Peace wrote: »None of the games listed in OP are "Next Gen". They were just the games that popped up that tried to cash in on WoW's success and helped saturate the market with very similar products. ESO got released on the tail end of this trend and a lot of people were already too familiar with shoddy products that were released before they were finished so the customers were jaded before the game even came out.
Games like this are in a bad place right now and until they can get out of it there won't be any "next gen" of MMOs. People want an MMO to be everything; it has to have amazing graphics, "action" combat, raids, pvp, exploration, random events, crafting, open world sandbox but also themepark quests and bosses, social integration and on top of that be free to play and run on a toaster. No game is going to be able to hit all these benchmarks.
MMOs used to be a niche market but now they try to make them appeal to everybody because of how popular WoW was. Imagine how much better ESO could have been if they focused all their assets on it being an open world pvp game and ignored making stuff like trials, or vice versa. Instead they tried to market it as a game where you could do EVERYTHING and instead it failed to meet peoples expectations and the game did poorly.
The only MMO I'm looking forward to these days is Black Desert Online; an open world action combat game from Korea that is trying to fill a niche and do a good job at just that. That's what developers and consumers need to come to terms with; your game shouldn't be for EVERYONE. Corner a niche and expand from there as the game grows don't try to be everything all at once on release day or it's bound to fail.
wrlifeboil wrote: »
I think you are right about one thing. Asia is where the innovation in mmorpgs is happening. They have lower costs to develop/publish, greater growth potential plus relatively good Internet service. They don't have the rep of being innovative but that's changing if the variety of niche mmos being released is any indication.
The bottom line is, we have a ton of MMO choices nowadays. Back in the day we had maybe 2 choices tops. There was Everquest 1 and a little later Dark Age of Camelot. Then Eq2 and WoW came out. Then to me at least, around the time Vanguard came out and then LOTRO, there has just been tons of MMO's. If players are bored or have to many bugs, or don't like something its easier to move onto another game.
Also, WAR is Warhammer Online. Probably most disappointing MMO ever, such a same it turned out the way it did and is now shut down.
traigusb14_ESO2 wrote: »
Yeah, "don't last" is kinda sensational. it is more ... They have massive launches and bleed huge player numbers after 2-3 months.
Rift did slow down. A huge number of people who bought it stopped playing (I know literally 50).
It stabilized at a much lower population, but imagine if it kept even 1/2 the people that stopped playing.
BTW this is a huge issue in MMOS too. They have to rent massive amounts of hardware and do huge tests on load scaling.. then 2-3 months after release a huge number of people wander off because they feel "done" and have no community hooks to keep them.
Blackmoon777 wrote: »it is little old but i think it is what we are talking about, what we want from mmoRPG games
https://youtube.com/watch?v=Str0J97pPy4
The World...
joshdm2001_ESO wrote: »
That's no excuse. In today's day and age it's what is expected. If wow set the bar to be that high than upcoming competitive gaming companies need to meet that standard right out of the box on day one.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Why all that hate for megaserver? There are some things ESO's devs did right and that was one of them. They had this idea but when it came to PvP campaigns, they as though got afraid of their own boldness, went ahead with more traditional servers instead and results were queues, dead campaigns and guesting that did more harm than good.
PC/console split is too source of constant gripes.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
OP, You have so many good ideas I can't even touch upon all of them. I wish someone at ZOS would give you a job. I think if you had any power whatsoever you might really make a positive difference in this game.
You 100% have the right intent and the right ideas of how to keep people engaged and interested. People play mmo's for the PEOPLE. Giving people new and exciting ways to interact and compete would generate buzz and interest in the game.
The segregation between factions was just plain DUMB on zeni's part. It was a HUGE lost opportunity.
For PVP'rs- The fact that you can't glare and talk crap to your enemy in PVE zones and then take it to Cyrodiil to hash it out, just dumb. Really dumb. That right there would add so much to the game. Add in titles with true purpose or skill associated with them and imagine people interacting in Craglorn with their guild colors on, jumping around their enemies while they wait for the queue to pop.
For PVE'rs- imagine having 66% more people to play with. Imagine 66% more guilds to join. Imagine spamming zone chat and knowing more than your 1/3 (truly, 1/6) of the game can see and respond and INTERACT with you.
It's the lack of care and insight with things like this that lead to players not really caring about the game. When content is stalled and things are stale, people invest in each other more than in the actual game. And when you don't give them real and creative way to do that, AND you don't release content for 8+ months, you fail. And underneath all the other broken things about this game, that is the reason why it fails.
Great write up again. Thank you for posting.