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What do you feel is the biggest failure that released MMORPGs are the victim of?

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  • Garvon3Garvon3 Worcester, MAPosts: 2,898Member

    Originally posted by eyelolled

    Originally posted by CymTyr

    Until we see a new mmo from Blizzard I fear we will be stuck in this endless cycle of repetition and corporate theft.

     yeah it's all up to Blizzard. lol

     

    releasing a game too early - definately

    using up more then 3/4 of your development budget before release and hoping that initial sales will pull you through to fix the bugs beta missed - APB

    releasing a game when advertised features are not yet included -  AoC

    releasing a game simply because it's spearheaded by someone that is supposed to know something - TabulaRasa, Hellgate London

    Yeah the irony in the quoted post is great. If anyone is guilty of repetition of corporate theft, it's Blizzard.

  • choujiofkonochoujiofkono no, OHPosts: 852Member

         I think Greed ruins all MMO games.  They don't try to make the game the most fun it can be which will naturally draw more players + more money.  They try to engineer hamster wheels that will keep you running in circles for the rest of your life while you pay the sub and shell out money at the item shops for things that make the actual gameplay bearable. 

      

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  • PalebanePalebane Tucson, AZPosts: 3,225Member

    Originally posted by colddog04

     

     

    Releasing too early - You never get a second chance to make a first impression.

     

    Releasing with cutting edge system requirements - If it's choppy and blocky, it's never going to be fun for that person.

     

    Releasing without features that are advertised on the box - This happens FAR too often. People expect one thing and get another.

    This is pretty much what I was going to say. I know most MMOs are a constant work in progress, but it seems to me that many companies continue to set their standards rather low.

    Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.

  • ariestearieste toronto, ONPosts: 3,308Member Common

    Aiming for a million subs.    If you try to make a game for a million people, it will never have anything unique,innovative or edgy.  

    "I’d rather work on something with great potential than on fulfilling a promise of mediocrity."

    - Raph Koster

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  • MumboJumboMumboJumbo LondonPosts: 3,221Member

    For me, an MMO that I cannot understand why the devs decided to make it.

    1) Why is it going to be fun, why are people going to play this instead of any other MMO, how is it going to appeal in a unique way, if it is made for this genre how have the strengths been played to and limitations overcome?

    It a good sign when a company asks these questions and starts providing answers even before release. The converse is the worst thing about MMOs imo as it's already too late by then!

  • RydesonRydeson Canton, OHPosts: 3,858Member Uncommon

    NO vision or direction..  It appears to me that only vision these devs have anymore is $$$$$.. How fast can we toss out a marketable product to give us the best return on investment.. Quality has taken a back seat in gaming..

  • ArnstrongArnstrong AmsterdamPosts: 281Member

    Originally posted by Rydeson

    NO vision or direction..  It appears to me that only vision these devs have anymore is $$$$$.. How fast can we toss out a marketable product to give us the best return on investment.. Quality has taken a back seat in gaming..

    And it all backfired.

    Insane amount of money to go for and they thought it would come automatically.

    Throw in some fake 3D, a few quests, loot/items,an avatar and a few servers and you raked in the money per month.

    History of the last 5 years.

     

    While the  first step should have been: design a proper MMORPG engine (count 3 years to find just that).

     

  • CastillleCastillle KhobarPosts: 2,703Member Uncommon

    My reasons would be

    1. Corporate suits taking control of direction and vision.

    2. Games being released too early with little testing.

    3. Lack of innovation/poorly implemented innovative ideas

    4. Improper advertising/misleading information about the game

    5. Games being released too early where the bugs found during tested were not fixed.

    6. Lack of focus.  Devs making the game only to squeeze out money or devs trying to make a game they want without proper direction.

    7. They dont seem to ask themselves "Is this fun?" or "Would I subscribe to this?" before they release and instead focus more on what they think the people would find fun (such as carrot on a 1mile long stick)  We wont see the carrot from that far o.o'

    8. Constant focus of getting more subscribers.  If theyd stop focusing on subscribers and just make a polished and fungame, then the players will subscribe.

    9. Know.Your.Target.Audience.  <- this.  APB was advertised as GTA online.  WAR,AOC, etc.  Those had all misleading descriptions.  Except AoC because hey...Wasnt it breasts they were pointing out?  But then again I read somewhere that breasts in AoC got nerfed.

    10.  Less focus on gameplay and more focus on rewards. <- this is a big big problem I think.

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  • UsulDaNeriakUsulDaNeriak SindelfingenPosts: 640Member

    Originally posted by Castillle

    10.  Less focus on gameplay and more focus on rewards. <- this is a big big problem I think.

    with #10 this is far underrated. i dont care, if i get a title after killing 50 wolves. if they would just implement skills and mobs in a way that i would have to use my brain to kill 1 wolve.

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  • MixcoatlMixcoatl LarisaPosts: 18Member

    Originally posted by astoria

    Hubris - see, the classical greek metaphor of the person building a pair of wings, getting excited, flying too close to the sun, wings melting, and crashing.

    That was Icarus. And it's not a metaphor, it's a myth.

  • FastTxFastTx PTBO, ONPosts: 756Member

    Simply put, it's the time it takes to accomplish everything in a game. If it takes less than a month for a hardcore player you are in trouble. They will just play their free month, hit max lvl do some endgame and quit. This is why Lineage/Lineage2 were able to retain subscribers for so long and why Aion is still the 2nd top MMORPG to date. Because it takes longer to accomplish things and you are less likely to give it up. If you hit lvl 80 in Age of Conan it won't take long and you won't be so attached to your character, you are more likely to move on. Retaining playerbase is a huge problem.

  • astoriaastoria Silver Spring, MDPosts: 1,681Member

    Originally posted by Mixcoatl

    Originally posted by astoria

    Hubris - see, the classical greek metaphor of the person building a pair of wings, getting excited, flying too close to the sun, wings melting, and crashing.

    That was Icarus. And it's not a metaphor, it's a myth.

    Edit: Hubris = excessive confidence. Sorry thought that was a more common word.

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  • Benj4minBenj4min his coolish cookiePosts: 23Member

    Games that have an in-game store that requires "gold" you can only get by paying real money!

    Nuff said.

  • WW4BWWW4BW KoldingPosts: 493Member

    Seems to me, that the companies spend too much time too early, making nice graphics and videos, and generally generating hype.

    And that they spend too little time too late to work on concept and mechanics.

    I'd rather play a game with stick figures and no textures at launch than I would want to play a 3D stress test that did nothing than make my computer run like crap 10 minutes after I quit the game.

    And I would prefer that the mechanics worked at launch and that they were all there. With room to grow ofcourse if someone has a good idea.

    And I dont mind that a game starts small and grows slowly at first. 

     

    But I recon that we wont see that sort of patience from the big companies. Guess its up to some independants to do it in their own time for the first few years where they figure out the concepts and a basic engine. And then get investors and programmers and artists as they get ready to make a game client.

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