Emergent gameplay in general is a great thing that devs spend too much time trying to corral
So much truth in one post. It is absurd and exactly like the movie business. We went from new ideas, creating new things and iterating to McDonalds burgers for everyone just one less shitty piece of lettuce here or there. Even with indies this shit is getting rampant. Why only look to older cash cows that have been repeated ad nauseam and not worked instead of looking to doing things like Epic(Fortnight) meaning bust open a new pathway not copy. I doubt it will change though because all the good independent makers keep getting brought under the fold of Sony, Microsoft and fucking EA/Ubisoft. I coupled those last two cuz fuck they ruin everything.Game developers need to go back to making games instead of making products for 'the masses'. It stifles innovation for everyone. Devs are forced to make their own version of 'Hearthstone' for example - looking at you, Runeterra, Gwen, Dota2 cardgame.
Or basically every game marketed as a "WoW clone", but it has <x feature> that WoW doesn't have, but WoW now has *because you just gave them the concept and showed that it works for free*
Public quests - Warhammer Online
"You're the hero"-style storytelling - FFXIV
Dynamic scaling - various
It seems like it's more convenient to leech off of others' success by 'one-upping' them than it is to actually innovate. And I mean, the money follows soon after for almost all of these companies... because players are used to it. It's become the norm to churn out beautiful looking shallow games with maybe a small innovation.
It's better, imo, to start coming up with ideas you actually like, and letting players figure out your idea and more importantly, break the idea that you like. Worst happens it fails on its own merits and you learn from it... instead of making a game about zombies because everyone else is doing it.
I'd agree that immersion was stronger in raids or even more in the race to raids. I'd argue that camping and limiting the number of people per server built server communities.The immersion argument also drives me bonkers. You know what else breaks immersion? Walking into the “dangerous” dungeon that is the home of an entire group of baddies and being able to walk from the entrance to the deepest parts without seeing a single NPC. Just camp groups after camp groups.
Immersion my ass.
Love how the article aged:Bartle wrote about this problem like 15 years ago.
... and we all know how that turned out for those threeRaph Koster, Brad McQuaid and Richard Garriott already have more creative freedom than first-time designers.
A glorified chat room isn’t what I’m looking for in an MMOI'd agree that immersion was stronger in raids or even more in the race to raids. I'd argue that camping and limiting the number of people per server built server communities.
Most of us meet everyone we interact with in random groups. Having central locations for that makes it easier and honestly more fun. Those stupid conversations you'd have while fighting a bunch a mobs are highlights. Waiting hours for groups is what sucked. As long as you eventually joined a good guild and had options it didn't matter if everything in one place was full
Nah, but a need to seek out and interact with other players is.A glorified chat room isn’t what I’m looking for in an MMO
Which instancing has nothing to do with when talking about group/ raid content. Those things require other people by definition.Nah, but a need to seek out and interact with other players is.
Game developers need to go back to making games instead of making products for 'the masses'. It stifles innovation for everyone. Devs are forced to make their own version of 'Hearthstone' for example - looking at you, Runeterra, Gwen, Dota2 cardgame.
Or basically every game marketed as a "WoW clone", but it has <x feature> that WoW doesn't have, but WoW now has *because you just gave them the concept and showed that it works for free*
Public quests - Warhammer Online
"You're the hero"-style storytelling - FFXIV
Dynamic scaling - various
It seems like it's more convenient to leech off of others' success by 'one-upping' them than it is to actually innovate. And I mean, the money follows soon after for almost all of these companies... because players are used to it. It's become the norm to churn out beautiful looking shallow games with maybe a small innovation.
It's better, imo, to start coming up with ideas you actually like, and letting players figure out your idea and more importantly, break the idea that you like. Worst happens it fails on its own merits and you learn from it... instead of making a game about zombies because everyone else is doing it.
The one problem with instancing is that it removes any form of spontaneous interaction with people in favor of curated ones.Which instancing has nothing to do with when talking about group/ raid content. Those things require other people by definition.
City hubs aren’t instanced. Go interact with people there. Dungeons and actual CONTENT shouldn’t be the sole provence of poopsocking campers. And those who think developers can’t creat more content than players can consume are simply lying to themselvesThe one problem with instancing is that it removes any form of spontaneous interaction with people in favor of curated ones.
In an instance, you only interact with the very specific team you've brought in, no one else (well, except for the /1 for those who haven't disabled it). The only interactions you'll ever have is with the game and the handful of people involved. That's a bit of the first M in MMORPG that's gone.
That's a lobby, except in 3D environment. The interactions there are barely above the level of lobby chat.City hubs aren’t instanced. Go interact with people there.
And a game that has content locked out to a large portion of its player base isn’t a MMO. It’s an e-sport with in game viewing.That's a lobby, except in 3D environment. The interactions there are barely above the level of lobby chat.
That isn't a MMORPG. That's a MORPG.
And a game that has content locked out to a large portion of its player base isn’t a MMO. It’s an e-sport with in game viewing.
Then light my pants on fire because they just can't. Even annoying tricks like gating content via keys/attunes or narrowly applicable non-solutions like procedural generation only delay the inevitable, that player consumption will always outpace dev production. God might have created the world in one go and humans are still trying to figure it out, but videogame devs aren't gods outside of their creations.And those who think developers can’t creat more content than players can consume are simply lying to themselves
That was my bad. I meant “developers can create” which is what would be needed for a fully non-instanced world. My apologiesThen light my pants on fire because they just can't. Even annoying tricks like gating content via keys/attunes or narrowly applicable non-solutions like procedural generation only delay the inevitable, that player consumption will always outpace dev production. God might have created the world in one go and humans are still trying to figure it out, but videogame devs aren't gods outside of their creations.
That's a lobby, except in 3D environment. The interactions there are barely above the level of lobby chat.
That isn't a MMORPG. That's a MORPG.
Newsletter #2 is out. I had to crop some pictures for the forum to accept it. I would suggest checking out the team directly Stream Discord Newsletter
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