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#21
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The slow pace of EQ is what makes it appeal so strongly to me. Every new mmo is exhausting.
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<Millenial Snowfkake Utopia>
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#22
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Also, what exactly is the "right balance" for a game? Perhaps more important, would all those millions in your niche demographic agree on the same parameters for a game to be balanced right? For example, do all those millions of people you suppose are out there yearning for an old timey game agree that melee classes should be unable to bind themselves as it was in good old EQ? Do they all agree that medding to full should take as long as it did in EQ? Do they all agree that the death penalty should be just as harsh as in classic EQ? If they don't all agree about all of these things then what do you do? What do you change and what do you keep the same? If you change anything people will scream that it's not old school enough anymore. If you don't change anything will you really get enough people to play it? Really? Part of the problem, as I see it, is that your niche demographic is surely not uniform. They also are not new to MMORPGs. People know what they like and what they don't like and can be pretty stubborn about it. I don't think a perfect game could be made because we don't all agree on what "perfection" is. I don't know, I miss the good old days too and I play on project 99 off and on but I'm not sure if I would pay to play a EQ remake. In fact, I know I wouldn't. While I loved some things about EQ there are other things I hate about it. Playing for free here off and on when I feel like is one thing but I'm quite certain I wouldn't be willing to pay for a new game which is basically classic EQ redone. | |||
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#23
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Look at say, Elite: Dangerous. There's a genre that everyone thought was dead. Crowd-funding comes along, Braben presents a vision of something, people who are interested in that thing directly make it happen. If someone comes along with a business model that can sustain an old-school game like EQ, it will succeed. It's worked for Space Sims, why can't it work for proper MMO's? | |||
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#24
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#25
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Now a days, without some slightly aggressive monetization angles, you can't provide a game/service that lets its power users play for sometimes more than 200+ hours for only 15 dollars a month and end up being anything more than niche. Back in the old days, it worked, because plenty of 15 buck a month casual users didn't have options. Most people that played EQ classic, sucked at it (didn't have the time) and were only content with not getting everything out of the game that they wished they could cause they had nothing else to play. | |||
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#26
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Actually, FFXI was kind've EQ 1.5. Had all the oldschool grind and socializing, party play, lack of hand-holding, etc. with some really neat features and great graphics. | |||
Last edited by Zheta; 04-20-2016 at 07:57 PM..
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#27
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#28
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Last edited by jolanar; 04-21-2016 at 09:12 AM..
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#29
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#30
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Companies seem to solve this in a few different ways:
What it seems like nobody has done really well in an MMO is create a system for compelling and dynamically generated PvE content. Some single- or multi-player games have done this really well - e.g., the "random map" generators in things like Terraria, which manages to create a compelling-but-slightly-different world with each new event, and each world takes like 10-20 hours to complete. Dynamic content in a MMO might look like:
In short, the game should balance itself. "Zones," in this world, that are empty become gradually filled with harder (and wealthier) enemies until players show up to plunder it. Those enemies might not be the same every time - maybe new and different types of mobs would move in from adjacent areas (say, for example, that the orcs of Everfrost Peaks moved in and booted the gnolls out of Blackburrow). There should be advantages to keeping zones clear, and it should be hard to do so - enemy armies perhaps generate to swarm particular areas at certain times. Maybe creatures can gather resources and "farm" players the way players farm creatures - strategically preying upon weaker players to gain strength. "Good" NPCs should perhaps auto-write their own stories and interactions with players (like this chatbot, but dynamically written). There is no practical way for any team of people to keep generating enough content for a player-base sizable enough to support them. Even with really great content scripting and generation tools. Make the system make its own content, give it the power to change the game, and give options to manually tweak as necessary. Take the principles of agile development and apply them to a living game world. Get routine feedback from players: randomly ask them "Did you have fun in the last hour / last night? How much (scale 1-5)?" and then correlate that with an event log to see what events occurred to create that fun. Create customer personas so that you can see what % of the player-base enjoys social functions, what % enjoy loot, what % enjoy high difficulty, what % enjoy crafting, what % are casual vs. "hard-core." In short: use the last 15-25 years of data analytics to the advantage of the developers so that they can know what to add or subtract to the world to maximize revenue while creating maximum value for the players. No one out there seems like they're even thinking along these lines. MMOs are all intent on creating something like a theme park - the boring kind where you go with you drive hours to get to with your kids on a long, hot summer day and you stand in line on a concrete floor sticky with spilled soda and popcorn and condiments just to enjoy a one-minute ride. The kind of theme park with big, expensive roller coasters that are difficult to build and install. No one wants to pay for that any more. The digital world is learning to adapt through rapid change and analytics; subscription games that can't keep pace are going to be left in the dust. Create an experience that is worth that fee, and people will pay it. | |||
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