Completely agree with this. It's just tough, however, because in order to foster great community and virtual worlds that you can enjoy/appreciate, you have to vastly slow down gameplay, usually turning it boring. Fast-paced, engaging, frenetic combat, just isn't conducive to fostering community. GW2 was the last place where I felt like part of a community(it's no coincidence that it's pretty much the only reason I played as long as I did)and it was mostly due to the "slower" pace of running from keep to keep, the "slowish" process of scouting/guarding, etc.I think what I want out of an MMO is something that feels like a persistent world with a real community. It's something that just doesn't exist in stuff like wow for me, because cross servers and instances mean I never see the same people twice. What was so awesome about early MMOs to me was that the slow pace and tight-knit communities meant you saw the same faces day after day. You had cliques, you hated certain people, and everyone on the server knew who the shitlords were.
Thats why I think we play an MMO for 1-2 months and then quit, because it feels more like a string of content intended to be consumed, rather than a virtual world and community. I never got into EVE, but it sounds like the reason it's been successful is because of exactly that reason. I don't want to play an MMO where it's just a matter of hopping from questhub to questhub and beating the content, I want something cool and persistent.
Damn in my mid 20's when life was still golden I went through the fall in love with Big Tittie Jane and once that exploded I became jaded towards a lot. I'm happy now with my fianc?e and all that nonsense, but the passion I once knew has gone, and now all I do is play league of legends until my eyes bleed. I knew there was a link, damn those tits damn them.That seems to be the mood of the thread (and the best many can hope for)
People get scared of their own feelings - analogy for life: you get knocked down, you avoid standing up again ... explains how some of us wind up reduced to zone 3 studio flats, playing simple games that don't excite us
Some people know the only way to get over such a love for gaming is to outgrow it - to get to the point where you're looking back at that intense era, catching its eye, remembering the good times, but seeing your once object-of-desire as little more than an old childhood toy (free to pick it up, spin it around, insert rods into its plastic orifices, but ultimately unable to respect how little it's grown, how much it's aged - you look back at your former self with a smirk)
I agree. The reason that old games like UO and EQ had great communities was not that they lacked dungeon/raid finders. The main reason was that they had plenty of downtime that where people had nothing to do but socialize. In WoW where you spend most of your time online spamming buttons it simply wont happen to the same degree.Completely agree with this. It's just tough, however, because in order to foster great community and virtual worlds that you can enjoy/appreciate, you have to vastly slow down gameplay, usually turning it boring. Fast-paced, engaging, frenetic combat, just isn't conducive to fostering community.
/who all vazMakin modrods in the plane of fear. The epitome of gaming for Vazdeline
Speaking of, is Sloan going to get you a character for velious of what? I haven't heard much on that.
Yep Go figure that in MMOs multi player dependency is gone... and long gone.. and i am willing to bet it is what killed the genre for most of us. i know it has for me why play a crappy single player experience disguised as an MMO ? it does not make sense.Forced grouping, there's your community. The idea that you can't do jack shit without 5 other people helping you or a couple higher levels. That type of style, I think, caused "community". I didn't play EQ but I did play FFXI and in FFXI, people knew other players by name either due to their assholery or their awesomeness but they were known nonetheless. I think the idea of an EQ/FFXI community is gone and people always look for the "next best thing" so people are constantly cycling in and out of games moving on. Face it, those days are long gone.
"Forcing" grouping is only going to foster enough community for groups/players to get together long enough to accomplish their daily quest, dungeon, etc. There's no real lasting bond that is forced out of shouting "LFG! 55 warrior!" or "Group needs tank! PST!". Community can't get built with how engaged you have to be in combat on a constant basis in games nowadays. There's no time to get to learn a person's life stories, roleplay, talk about the NFL, etc. When it's time to group/run a dungeon, it's pretty much non-stop combat, movement, staring at "ground effects", and everything else. Forcing grouping isn't the real issue that people think it is. People naturally want to group up and do shit together. Before WoW implemented LFD, people had to shout for groups all the time, yet the same "WTF!? No community!" echoes were being shouted. Why? Because combat is too "involved" to be able to do anything else. It's why VOIP has become so popular. Hell, most MMOs have it built-in now. That's the downside of adding difficulty/engaging gameplay. It slowly erodes away the community aspect of MMOs.Forced grouping, there's your community. The idea that you can't do jack shit without 5 other people helping you or a couple higher levels. That type of style, I think, caused "community". I didn't play EQ but I did play FFXI and in FFXI, people knew other players by name either due to their assholery or their awesomeness but they were known nonetheless. I think the idea of an EQ/FFXI community is gone and people always look for the "next best thing" so people are constantly cycling in and out of games moving on. Face it, those days are long gone.
did sloan rebuy your shit? what happened to the red dream?!/who all vaz
Also, for Velious I am unsure what is happening. I think people are coming back, no news yet.
The concept of "DPS rotation" has done more to destroy community than anything else. Even with voice, you still have to concentrate (it doesn't help that you're supposed to move away from fire, toward stuff, avoid being in the red circle on your range add-on... at the same time you maintain rotation).In WoW where you spend most of your time online spamming buttons it simply wont happen to the same degree.
Games require, I think, some level of neoteny (wikipedia go if you need it).Basically this. I *want* to want to play games, but just nothing keeps my attention or interests me. (God I feel old for saying this...) Also, a lot of times I feel I just can't be bothered to 'learn' how to play many newer games. They try to add so many features/abilities/whatever, that with my limited play time, I feel like the first 20 minutes of every play session is me re-learning how to play the game; what buttons do what, where in the story I am, what my goals are etc. And the problem only compounds itself as the further you get in a story, generally the harder it is, which makes it more difficult to relearn to play. Due to this, the only games that tend to keep my interest are simple games with the 'simple to learn, hard to master' mentality. Puzzle games etc on my phone. I think I've logged far more hours into my phone this year than all my playtime on consoles/PC combined.
While I agree with you in theory, and I still play new and challenging games on the hardest settings, I don't think the gameplay has /ever/ been strong in an MMO. Socialization, multiplayer, and the things it offers that single player doesn't is the strength of the MMO. When you turn the game into DDR, you lose /all/ of that. Thats probably why I loved EQ, just chilling and chatting it up on raids, compared to games where I feel like I'm spamming a boring-ass rotation for 4 hours straight a night. If MMOs want to move towards "gameplay" then we basically need to kill off hotbar combat in the first place.Games require, I think, some level of neoteny (wikipedia go if you need it).
I'm 40 now, and I find that I have to push myself to embrace new games, new mechanics, and even new books rather than embrace the familiar, reread a book, or rewatch something I know I like. It's like there's this internal mental resistance that has grown, making it harder to try new things or embrace new ideas. I don't always succeed, but I do think that it is worth that mental fight to try. Most of the time, after working through it, I find that the new game/show/book is well worth it.
Completely agree with you. It's like every new game I play is just a rehash of something I did 10 years ago. Getting into online trading card games now since I never played them when I was younger.This is one of those things that you think to yourself, and then you think if anyone else thinks the things that you think. I mean obviously games are doing well. They get released all the time, they keep making new ones, and more upstart companies show up every day. Someone is keeping these companies in business, but it sure as hell isn't me.
I can recall bringing my computer over to my buddy's house every single weekend for like two years straight. A lot of the time, I would just leave it over there. We would play UT, EQ (Sullon Zek for life), BF2, Counter Strike, Diablo II, and when WoW launched we would do that for 48 hour stretches every weekend. I went and joined the army, and when I came back there was like no motivation to do that again. Nothing fundamentally changed. Our schedules and living situations were exactly the same, but I had no desire to bring my box over to his house and play a game. We did it once more when BF3 launched, and had fun with that for a weekend (trying to rekindle the BF2 magic), but it vanished in a few days. Anymore when I go over to his house, we flop on the couch and watch internet videos on the TV, or maybe a SC2 stream on twitch. I've spent a lot of time thinking about why this happened. What changed about the gaming landscape to remove any and all desire to play games.
I haven't reached any solid conclusions, but one of the big factors to consider is gaming evolution. We went from Doom2 to Half-Life 2 in ten years. That's fucking huge. Now we sit here, 10 years after Half-Life 2, and almost nothing has changed. I know graphics get better, and people tuck neat mechanics here and there, but we're seeing a lot of stagnation in the various genres. And this is an across the board thing. I mean shit, the only new innovation to come out of the RPG genre in years is the ability to fuck some of your NPC comrades. One of the few new concepts to emerge in the last decade of gaming has been the DIY games. Minecraft and Terraria are the big names for those, and yes those games provide an awesome platform for messing around, adventuring, playing with friends, and the like, but the problem there is that YOU as the player need to bring your own motivation and goals to the table to play them, because they are inherently directionless. That can make it hard to play one when you're looking for something "fun" because it puts the impetus on you to make your own fun. By no means am I saying that player-generated content is a bad thing. Hell no, it's one of the freshest things to hit games in a while. Rather, I'm saying that it takes a special drive or mood to want to undertake your own project in those games, and that's not always what people are looking for during their play time.
Bottom line, this "feeling" that a lot of us have probably has to do with a combination of different effects. There needs to be something different, because games these days are just spinning their wheels. This isn't some old faggot rant about how things were better "in my day" because we didn't need more than 8 bits to have a good time. Quite the contrary. I hate all those shitty ass indie projects that purposefully pick 8-Bit to either strike a nostalgia gold mine, or because they were too fucking cheap to hire an artist. Innovation is hard, and you can see that by looking at the gaming landscape. Nothing has really broken out in the last 5 years or so to change the way people look at games. There are peaks on the timeline: Mario, Final Fantasy, Mortal Kombat, Doom, Half-Life, Diablo, EQ, Baldur's Gate, WoW, Minecraft, GTA IV. Your list may vary, but the point is that there were games that made you say "Woah, I didn't know they could do that..."
I haven't said those words in years.
LOL. The sound of the rest of your pointless post being flushed down the shit tubes where it belongs.Games require, I think, some level of neoteny (wikipedia go if you need it).
Simple system here:Fast travel from major city to major city. Think WoW Zep. Fast travel from out anywhere to many more cool places think Wizard/druid ports or translocates. They can both exist and it gives people a reason to seek out others, charge fees, interact etc.
If everybody has access to TP, you don't need bind+gate. You can choose to pick a Stonehenge next to the local seller/inn. Or not, if you don't want to (that's why I said +1 TP point above).Binding. Same deal. Set shrines / areas to bind, caster can bind you anywhere.
I'm torn on that. You can get stuff cast on you, but, at the same time, you have buffs that expire. I'd rather have my Priest have a permanent group aura that buffs HP by X rather than have to recast every X minutes, which adds nothing to gameplay.Buffs. We don't need massive downtime without buffs but do you remember hearing that casting behind you and that feeling when you saw the icon pop up on your buffs? Yeah, bring that back.