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In the light of the topic of MMOs that feel like singplayer games. What features do you feel are unproductive or even detrimental to making an MMO or MMORPG what it is or should be in your opinion? MMO design seems to have gotten off track somewhat and I wish devs would take notice to what they are doing compared to what players want (or based on what they don't want?). What is happening can't possibly be the result of not knowing what players want.
I'm not explicitly speaking to just your layman dev but mostly to those responsible for the direction of it's entirety.
Edit: So it is easier to follow I collected what most of you have to say and referenced the post.
Your Answers are...
Mixed views of cutscenes
Nariussseldon likes features in the current generation of MMOs. Making it more like a game is worth sacrificing how old MMOs were. Longevity is not important. (paraphrasing here)
I personally don't think it is any one feature or design decision but with enough of them or neglect of adding the social systems MMOs need the MMO can end up being a lot less of an MMO.
Quoted Anti-MMO feature lists
#5 Originally posted by fenistil
1. fully automatic LFG systems = changing game into lobby 2. cross-server tools and making world / zones channels / duplicates= no separate world feel anymore 3. cash shop or rmah = ruining immersion totally + destrying barrier between mmorpg and real world - thus making it feel like strictly a game and not mmorpg. Worst offender. 4.cutscenes especially if there are more than few rare occasional ones - separating player from game world & making it feel like single player 5. single player instances and overall too much instancing = the more things like that the more game feel like single player or co-op game. 6.Auction Houses like ebay - tunneling whole trade into one centralized person-less banalized experience. Sure more conveniant, but tbh more system like that = less mmo feel for me (very subjective I know). 7. teleporting without limits or with very small limits - making open world and travelling pointless. Teleporting is needed but it need to have quite a bit of limits, otherwise it banalize experience. 8. making whole or almost whole open world content soloable - it is as bad as making most of them group only. 9. UO and SWG did it best. They haven't really forced you into grouping to progress, but there were quite a bit of group only or group preferred content. Dynamic scaling NOT solve it completly. It makes it bit better, but not solve a problem. 10. end game focused in 95% at instances / arenas - speak for itself - when you couple it with cross server automatic LFG systems then playing end-game in mmorpg's is really NO DIFFRENT than playing any lobby-like games like FPS, MOBA or RTS games like CoD, LoL or Starcraft.
#24 Originally posted by Garvon3
Biggest anti social feature - instancing. MMOs are about interacting with other players and instancing does the exact opposite. Quest based advancement - These guide the players by the nose, and they're always the ONLY way to level up in games that have them. That means, no one groups, because generally everyone will be doing different quests/on different steps/in different instances. They'll group for the one step they need a group then disband. Lack of death penalty/any kind of real danger in the world - Lack of danger means players will go it alone. Its simply easier. Auction Houses - They remove as much player interaction from crafting and selling as possible. EQ/WoW tierred raiding - This is a sticky one. It encourages socialzing with closed cliques and guilds. It also encourages grinding and repeating and they're almost always instanced. In DAoC, dozens of different guilds would team up to do raids. That's blasphemy in modern MMOs. Work with strangers?!?! Singleplayer storylines - These are usually instanced (or to use the WoW word for instancing- "phasing") which is bad on its own. Singleplayer games are a waste of time and dishonest. They'll never be as good as a singleplayer game mechanic wise, and they'll NEVER impact the game world. They try to trick the player into believing they're "The Chosen One" but as soon as they leave the instance they see 1000 other people doing the same thing, 1000 Chosen ones. Lack of group rewards - No group xp bonus, no harder encounters that require lots of players... No down time - This one is sticky. Down time sucks. It really does. BUT, when there's longer down time that encourages people to work together so that there's less down time, and it gives time for people to chat with each other. This is close to forced grouping though... Global chat channels - I've noticedin modern MMOs NOBODY talks in local chat. It's all about global chat. In DAoC there was local, guild, and alliance (allied guilds). This gave plenty of global talk options, while still not making local obsolete. Lack of any kind of depth/challenging mechanics/new ideas - Everyone comes into an MMO already knowing how to play, so players rarely rely on others. In game GPS map - Same as the above. Abundant quest rewards - Why talk to a crafter or even try to create a game econ when linear quest grinding gives you all you need?
#25 Originally posted by Icewhite
Massive. Scale determines how much company can actually affect players. Tiny CE staffs lead to "my god this community sucks", "I can't get an answer to my ticket", customer loss--so return to staffing levels we saw in the past, not 50k:1, designed for cost-efficiency. Get the bean counters out of the game. Disconnect. Sealing off the devs from interacting with the players was a mistake in the long term. Audience breadth. Your little company might want to pick an audience and go after it, instead of be-all-things-to-all-people. The big boys can try to juggle everything at once, try to keep all of these highly different people happy at the same time. Good luck to them. You shouldn't try to. I bet most people are going to talk about specific systems...good luck to them, too. But there will never be a game that does everything that way I think it should be done; I'll settle for one that gets half of it right, and we can talk about the rest later.
#144 Originally posted by recidivism
1. Breaking/Dividing the world up into more versions of the same piece of land/terrain ie. Excessive instancing 2. Shrinking the size of the virtual world by use of teleportation devices or skills ie. Excessive transportation 3. Limiting the possibilities of the formation of friendships and communites by the implementation of artificial tools ie. DF/RF 4. Eradication of the 'player driven economy' by binding items to the looter and reducing the effectiveness of crafting. 5. Extensions of the game world to incorporate 'mini-games' which do not have any ramifications nor influence ie. BG/WZ 6. Segregating communities by isolating the 'PvP Player' from the 'PvE Player' and designing content which is mutually exclusive.