rfennell_ESO wrote: »mann9753b16_ESO wrote: »Generation "Instant Gratification" ruined MMORPGs
It's a factor.
But really... youtube and the proliferation of the internet was what ruined mmo's.
Back in the early days of mmo's, there was an advantage to exploration and finding locations. Knowing your way around a "dungeon" was enough to get you in a group. Now it's "check youtube" as the default. Boss fight? Check youtube. etc.
Overall, I don't blame "youtube" or "the internet" though. It's the developers that didn't account for the fact that any game with enough users would have *spoilers* propagated about.
At first I was baffled that this post has so many replies.
Then I saw the original post has 26 “agrees”, and counting.
These are the reasons I’m so cynical about humanity.
Talk about 1st world problems.
My goodness. Do you have to be so cynical? It's 26 likes. 26. And you think that makes humanity something to be cynical about? I think you’re the one who needs to get priorities straight. Laughable.
Yes, we all know that WOW 1.0 or WOW classic in newspeach replaced it as it was more causal.SpankinDamob wrote: »Former Everquest player here too. I absolutely loved that game. When it came out in 98 I blown away and a Evercrack addict from the get go. The idea I could play a rpg with all these from all over the world was mind blowing. Grind? Their really was no quests. You leveled up grouping up with other players and finding a good camp spot for your level and grinding to he same mobs over and over till you was ready to move to a higher level spot. Ever group required at least the 3 holy trinity Tank, Healer, Enchanter / Bard ( crowd control). Solo? Some classes could effectively grind low lvl mobs that were just about to stop giving xp. I remember there being a joke about a Warrior solo’d a green conning mob. Time to nerf them!
I still remember when one of the main developers sent a system wide message asking for everyone to get their friends to log in cause they was about to hit 400,000 players online for the first time. 400,000? Modern games have way more than that online all the time.
This generation didn’t ruin anything. Consumers changed it cause their more of us that enjoy the content that you don’t like. While it was a blast back then it was mainly cause there’d never been any thing like it before. When we realized we could still have fun playing a Mmorpg without having to stay in one spot killing the same mobs over and over we voted with our wallets.
If anything you should be upset with people like yourself who haven’t found a game that caters to your likes. Maybe Brads new game will come out someday and do that.
rfennell_ESO wrote: »mann9753b16_ESO wrote: »Generation "Instant Gratification" ruined MMORPGs
It's a factor.
But really... youtube and the proliferation of the internet was what ruined mmo's.
Back in the early days of mmo's, there was an advantage to exploration and finding locations. Knowing your way around a "dungeon" was enough to get you in a group. Now it's "check youtube" as the default. Boss fight? Check youtube. etc.
Overall, I don't blame "youtube" or "the internet" though. It's the developers that didn't account for the fact that any game with enough users would have *spoilers* propagated about.
I don't blame those things, not even the developers. I blame the players whose answer is "Check youtube" rather than "Come along with us on Saturday evening and we'll show you". I imagine they're the same players whose idea of recruiting guild members is to spam random invites and zone chat appeals, rather than actually getting to know the players they're going to entrust their guild bank contents to!
LiraTaurwen wrote: »Casuals is what killed mmos.
mann9753b16_ESO wrote: »
They want everything, right away, with no obstacles to overcome, and then they are still not, because getting showered in rewards somehow doesnt feel special enough, so they demand more and more, because surely if these blue items you get for free now dont make me happy, I am sure free epic/Legendary Items will...

SpankinDamob wrote: »Former Everquest player here too. I absolutely loved that game. When it came out in 98 I blown away and a Evercrack addict from the get go. The idea I could play a rpg with all these from all over the world was mind blowing. Grind? Their really was no quests. You leveled up grouping up with other players and finding a good camp spot for your level and grinding to he same mobs over and over till you was ready to move to a higher level spot. Ever group required at least the 3 holy trinity Tank, Healer, Enchanter / Bard ( crowd control). Solo? Some classes could effectively grind low lvl mobs that were just about to stop giving xp. I remember there being a joke about a Warrior solo’d a green conning mob. Time to nerf them!
I still remember when one of the main developers sent a system wide message asking for everyone to get their friends to log in cause they was about to hit 400,000 players online for the first time. 400,000? Modern games have way more than that online all the time.
This generation didn’t ruin anything. Consumers changed it cause their more of us that enjoy the content that you don’t like. While it was a blast back then it was mainly cause there’d never been any thing like it before. When we realized we could still have fun playing a Mmorpg without having to stay in one spot killing the same mobs over and over we voted with our wallets.
If anything you should be upset with people like yourself who haven’t found a game that caters to your likes. Maybe Brads new game will come out someday and do that.
Drachenfier wrote: »Everquest is still the best mmo ever made....if that game had an update to put it on par with other games graphically, I'd never play anything else
Automobiles ruined the horse industry and devastated buggy manufacturers.
SpankinDamob wrote: »Former Everquest player here too. I absolutely loved that game. When it came out in 98 I blown away and a Evercrack addict from the get go. The idea I could play a rpg with all these from all over the world was mind blowing. Grind? Their really was no quests. You leveled up grouping up with other players and finding a good camp spot for your level and grinding to he same mobs over and over till you was ready to move to a higher level spot. Ever group required at least the 3 holy trinity Tank, Healer, Enchanter / Bard ( crowd control). Solo? Some classes could effectively grind low lvl mobs that were just about to stop giving xp. I remember there being a joke about a Warrior solo’d a green conning mob. Time to nerf them!
I still remember when one of the main developers sent a system wide message asking for everyone to get their friends to log in cause they was about to hit 400,000 players online for the first time. 400,000? Modern games have way more than that online all the time.
This generation didn’t ruin anything. Consumers changed it cause their more of us that enjoy the content that you don’t like. While it was a blast back then it was mainly cause there’d never been any thing like it before. When we realized we could still have fun playing a Mmorpg without having to stay in one spot killing the same mobs over and over we voted with our wallets.
If anything you should be upset with people like yourself who haven’t found a game that caters to your likes. Maybe Brads new game will come out someday and do that.
Content requires grouping and usually a competent execution of your class to even work. Group requires someone to "pull" the mobs without training the group or interfering with other groups. The healer has to keep people alive and the tank has to keep mobs off the healer. Buffs have to be kept up. Loot rules have to be established by the players. The real interaction with other players + the real difficulty of mobs is what creates the content and it's frequently emergent content because you never know what is going to happen in a camp or a shared dungeon or a raid. So I think it's a bit of an over simplification to just say it's "grinding the same mobs over and over" although there certainly is that.
I will play Pantheon if it ever actually comes out but who knows if/when that will ever happen.
mann9753b16_ESO wrote: »
They want everything, right away, with no obstacles to overcome, and then they are still not, because getting showered in rewards somehow doesnt feel special enough, so they demand more and more, because surely if these blue items you get for free now dont make me happy, I am sure free epic/Legendary Items will...
Kiralyn2000 wrote: »"Getting a blue item in an early 2000's MMO = Precious"
And then, three weeks later & you had a purple item, all those blue items were trash.
...also, just because things have the same color in different games, doesn't mean they have the same value/meaning/rarity. Even between games released in the same year.
edit: I'm 48 years old and I've been playing games since 1979. All you young'uns crying "doooom" and "was better in The Olde Days" and "it's all ruined!" are hilarious.
LiraTaurwen wrote: »Casuals is what killed mmos.
rfennell_ESO wrote: »SpankinDamob wrote: »Former Everquest player here too. I absolutely loved that game. When it came out in 98 I blown away and a Evercrack addict from the get go. The idea I could play a rpg with all these from all over the world was mind blowing. Grind? Their really was no quests. You leveled up grouping up with other players and finding a good camp spot for your level and grinding to he same mobs over and over till you was ready to move to a higher level spot. Ever group required at least the 3 holy trinity Tank, Healer, Enchanter / Bard ( crowd control). Solo? Some classes could effectively grind low lvl mobs that were just about to stop giving xp. I remember there being a joke about a Warrior solo’d a green conning mob. Time to nerf them!
I still remember when one of the main developers sent a system wide message asking for everyone to get their friends to log in cause they was about to hit 400,000 players online for the first time. 400,000? Modern games have way more than that online all the time.
This generation didn’t ruin anything. Consumers changed it cause their more of us that enjoy the content that you don’t like. While it was a blast back then it was mainly cause there’d never been any thing like it before. When we realized we could still have fun playing a Mmorpg without having to stay in one spot killing the same mobs over and over we voted with our wallets.
If anything you should be upset with people like yourself who haven’t found a game that caters to your likes. Maybe Brads new game will come out someday and do that.
Content requires grouping and usually a competent execution of your class to even work. Group requires someone to "pull" the mobs without training the group or interfering with other groups. The healer has to keep people alive and the tank has to keep mobs off the healer. Buffs have to be kept up. Loot rules have to be established by the players. The real interaction with other players + the real difficulty of mobs is what creates the content and it's frequently emergent content because you never know what is going to happen in a camp or a shared dungeon or a raid. So I think it's a bit of an over simplification to just say it's "grinding the same mobs over and over" although there certainly is that.
I will play Pantheon if it ever actually comes out but who knows if/when that will ever happen.
The current model of gameplay is quite literally pulling the same mobs over and over in that there is little to no variation past "ranged" or "melee" and it's become an AOE fest to deal with it.
In EQ the "puller" was very important and the spawns might be the same, but their pathing and locations made for a different pull (and sometimes a disastrous pull). The spawns were also varied in some cases in that you could get a a respawn that was far tougher than what you just killed.
The main difference in mmo's now (past what's been said already) is the strength of the average mob. Current mmo's have gone with this pull 'em all approach where care in pulling is very understated. In EQ... if you pulled them all... you were pretty much doomed as the game revolved around fighting single creatures and using CC on adds (or having a puller good enough to be able to split spawns and/or pull fewer by tactics).
In higher content in EQ... monks with feign death would pull and feign the pull so it could be split up. That's an entire play style lacking in current mmo's.
The thrill I once had of saving half a raid by keeping plane of hate mobs mezzed while meditating for mana to remez while people that were just saved a long run back and an experience loss chanted my name in /zone is something I miss.
That or keeping a monster train in plain of fear mezzed with an enchanter buddy so that most of the zone full of mobs were standing there waiting to be grinded down after another guild foolishly trained them not realizing that the guild I was with had two good enchanters with them. All while trying to keep durations of mezzes and order in mind while I sat to meditate (which was a 100% one shot on a clothy)... it's just something foreign to current mmo's.
I played a mmo for a number of years where I wasn't a tank, I wasn't a healer and didn't put *any* dps abilities on my bar at all. All I did was buff, debuff and cc... and it was the best mmo experience I ever had. Another playstyle eliminated by the current crop of mmos.
Drachenfier wrote: »Everquest is still the best mmo ever made....if that game had an update to put it on par with other games graphically, I'd never play anything else
Brad McQuaid (one of the original creators of EQ) is working on the "spiritual successor to EQ". It's called Pantheon. Who knows if it will ever get released but there are some tantalizing live streams of their progress online you can watch. It's basically EQ with a dash of Vanguard but with updated graphics and a few twists.
mann9753b16_ESO wrote: »
They want everything, right away, with no obstacles to overcome, and then they are still not, because getting showered in rewards somehow doesnt feel special enough, so they demand more and more, because surely if these blue items you get for free now dont make me happy, I am sure free epic/Legendary Items will...
Kiralyn2000 wrote: »"Getting a blue item in an early 2000's MMO = Precious"
And then, three weeks later & you had a purple item, all those blue items were trash.
...also, just because things have the same color in different games, doesn't mean they have the same value/meaning/rarity. Even between games released in the same year.
edit: I'm 48 years old and I've been playing games since 1979. All you young'uns crying "doooom" and "was better in The Olde Days" and "it's all ruined!" are hilarious.
RavenSworn wrote: »It's post like this that gives me splitting headaches.
Back in my day we had to shovel snow all day and walk ten miles barefoot over lava if we wanted a fancy costume or a fetching new hat. Now these millennials and gen zeds come along and expect shoes and horseless carriages.
rfennell_ESO wrote: »SpankinDamob wrote: »Former Everquest player here too. I absolutely loved that game. When it came out in 98 I blown away and a Evercrack addict from the get go. The idea I could play a rpg with all these from all over the world was mind blowing. Grind? Their really was no quests. You leveled up grouping up with other players and finding a good camp spot for your level and grinding to he same mobs over and over till you was ready to move to a higher level spot. Ever group required at least the 3 holy trinity Tank, Healer, Enchanter / Bard ( crowd control). Solo? Some classes could effectively grind low lvl mobs that were just about to stop giving xp. I remember there being a joke about a Warrior solo’d a green conning mob. Time to nerf them!
I still remember when one of the main developers sent a system wide message asking for everyone to get their friends to log in cause they was about to hit 400,000 players online for the first time. 400,000? Modern games have way more than that online all the time.
This generation didn’t ruin anything. Consumers changed it cause their more of us that enjoy the content that you don’t like. While it was a blast back then it was mainly cause there’d never been any thing like it before. When we realized we could still have fun playing a Mmorpg without having to stay in one spot killing the same mobs over and over we voted with our wallets.
If anything you should be upset with people like yourself who haven’t found a game that caters to your likes. Maybe Brads new game will come out someday and do that.
Content requires grouping and usually a competent execution of your class to even work. Group requires someone to "pull" the mobs without training the group or interfering with other groups. The healer has to keep people alive and the tank has to keep mobs off the healer. Buffs have to be kept up. Loot rules have to be established by the players. The real interaction with other players + the real difficulty of mobs is what creates the content and it's frequently emergent content because you never know what is going to happen in a camp or a shared dungeon or a raid. So I think it's a bit of an over simplification to just say it's "grinding the same mobs over and over" although there certainly is that.
I will play Pantheon if it ever actually comes out but who knows if/when that will ever happen.
The current model of gameplay is quite literally pulling the same mobs over and over in that there is little to no variation past "ranged" or "melee" and it's become an AOE fest to deal with it.
In EQ the "puller" was very important and the spawns might be the same, but their pathing and locations made for a different pull (and sometimes a disastrous pull). The spawns were also varied in some cases in that you could get a a respawn that was far tougher than what you just killed.
The main difference in mmo's now (past what's been said already) is the strength of the average mob. Current mmo's have gone with this pull 'em all approach where care in pulling is very understated. In EQ... if you pulled them all... you were pretty much doomed as the game revolved around fighting single creatures and using CC on adds (or having a puller good enough to be able to split spawns and/or pull fewer by tactics).
In higher content in EQ... monks with feign death would pull and feign the pull so it could be split up. That's an entire play style lacking in current mmo's.
The thrill I once had of saving half a raid by keeping plane of hate mobs mezzed while meditating for mana to remez while people that were just saved a long run back and an experience loss chanted my name in /zone is something I miss.
That or keeping a monster train in plain of fear mezzed with an enchanter buddy so that most of the zone full of mobs were standing there waiting to be grinded down after another guild foolishly trained them not realizing that the guild I was with had two good enchanters with them. All while trying to keep durations of mezzes and order in mind while I sat to meditate (which was a 100% one shot on a clothy)... it's just something foreign to current mmo's.
I played a mmo for a number of years where I wasn't a tank, I wasn't a healer and didn't put *any* dps abilities on my bar at all. All I did was buff, debuff and cc... and it was the best mmo experience I ever had. Another playstyle eliminated by the current crop of mmos.
That's exactly what I was talking about. The "mobs" weren't the content really. The interaction of the players and the mobs and other players was the content. I don't think EQ was ever considered a sandbox game but it was more or less a sandbox or a foundation that allowed players to interact with it and each other in many times unexpected ways.
All the rules that emerged about camps, training mobs, group etiquette, loot, raids, epic weapons, trading..all of that was created and established by players to the point that it became the norm and almost part of the game design. In fact, what players came up with in EQ became automated in future games like WoW. NBG used to be a player created loot system..in WoW it became a clickable loot window.
rfennell_ESO wrote: »rfennell_ESO wrote: »SpankinDamob wrote: »Former Everquest player here too. I absolutely loved that game. When it came out in 98 I blown away and a Evercrack addict from the get go. The idea I could play a rpg with all these from all over the world was mind blowing. Grind? Their really was no quests. You leveled up grouping up with other players and finding a good camp spot for your level and grinding to he same mobs over and over till you was ready to move to a higher level spot. Ever group required at least the 3 holy trinity Tank, Healer, Enchanter / Bard ( crowd control). Solo? Some classes could effectively grind low lvl mobs that were just about to stop giving xp. I remember there being a joke about a Warrior solo’d a green conning mob. Time to nerf them!
I still remember when one of the main developers sent a system wide message asking for everyone to get their friends to log in cause they was about to hit 400,000 players online for the first time. 400,000? Modern games have way more than that online all the time.
This generation didn’t ruin anything. Consumers changed it cause their more of us that enjoy the content that you don’t like. While it was a blast back then it was mainly cause there’d never been any thing like it before. When we realized we could still have fun playing a Mmorpg without having to stay in one spot killing the same mobs over and over we voted with our wallets.
If anything you should be upset with people like yourself who haven’t found a game that caters to your likes. Maybe Brads new game will come out someday and do that.
Content requires grouping and usually a competent execution of your class to even work. Group requires someone to "pull" the mobs without training the group or interfering with other groups. The healer has to keep people alive and the tank has to keep mobs off the healer. Buffs have to be kept up. Loot rules have to be established by the players. The real interaction with other players + the real difficulty of mobs is what creates the content and it's frequently emergent content because you never know what is going to happen in a camp or a shared dungeon or a raid. So I think it's a bit of an over simplification to just say it's "grinding the same mobs over and over" although there certainly is that.
I will play Pantheon if it ever actually comes out but who knows if/when that will ever happen.
The current model of gameplay is quite literally pulling the same mobs over and over in that there is little to no variation past "ranged" or "melee" and it's become an AOE fest to deal with it.
In EQ the "puller" was very important and the spawns might be the same, but their pathing and locations made for a different pull (and sometimes a disastrous pull). The spawns were also varied in some cases in that you could get a a respawn that was far tougher than what you just killed.
The main difference in mmo's now (past what's been said already) is the strength of the average mob. Current mmo's have gone with this pull 'em all approach where care in pulling is very understated. In EQ... if you pulled them all... you were pretty much doomed as the game revolved around fighting single creatures and using CC on adds (or having a puller good enough to be able to split spawns and/or pull fewer by tactics).
In higher content in EQ... monks with feign death would pull and feign the pull so it could be split up. That's an entire play style lacking in current mmo's.
The thrill I once had of saving half a raid by keeping plane of hate mobs mezzed while meditating for mana to remez while people that were just saved a long run back and an experience loss chanted my name in /zone is something I miss.
That or keeping a monster train in plain of fear mezzed with an enchanter buddy so that most of the zone full of mobs were standing there waiting to be grinded down after another guild foolishly trained them not realizing that the guild I was with had two good enchanters with them. All while trying to keep durations of mezzes and order in mind while I sat to meditate (which was a 100% one shot on a clothy)... it's just something foreign to current mmo's.
I played a mmo for a number of years where I wasn't a tank, I wasn't a healer and didn't put *any* dps abilities on my bar at all. All I did was buff, debuff and cc... and it was the best mmo experience I ever had. Another playstyle eliminated by the current crop of mmos.
That's exactly what I was talking about. The "mobs" weren't the content really. The interaction of the players and the mobs and other players was the content. I don't think EQ was ever considered a sandbox game but it was more or less a sandbox or a foundation that allowed players to interact with it and each other in many times unexpected ways.
All the rules that emerged about camps, training mobs, group etiquette, loot, raids, epic weapons, trading..all of that was created and established by players to the point that it became the norm and almost part of the game design. In fact, what players came up with in EQ became automated in future games like WoW. NBG used to be a player created loot system..in WoW it became a clickable loot window.
Yep. The design was such that the most efficient route was being social. It was basically a necessary thing and players had to create the dynamic and reputation of those players meant something.
Having a guild or a "perma group" was a big thing and was taken much more seriously.
The path of least resistance is the path most trodden. When it's grouping and cooperation.. that's what you get.
It's design and developers that create that... but, wow's runaway success (for a time) made it the model. It certainly doesn't have to be... but it's sort of the way things are until something comes up that's different and successful.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Back in my day we had to shovel snow all day and walk ten miles barefoot over lava if we wanted a fancy costume or a fetching new hat. Now these millennials and gen zeds come along and expect shoes and horseless carriages.
You had shovels and hats in your day? We would have killed for shovels, let alone hats.