It looks like you're new here. If you want to get involved, click one of these buttons!
over the past few weeks we had threads talking about this issue on poor game design in MMOs by the development party.
And I have to totally agree with the Original Posters of those threads in many ways.
But what I dont tend to understand, is how can developers of the same genre keep making the same mistakes.
how is it that they can go from the structure coding, to the alpha, to the beta, and not see these flaws that many of us here on a forum like this could have pointed out before hand would be an issue, just from how they(the developers) describe the game features.
One such thread was about how developers behind themepark MMOs tend to make their games trying to get a piece of WoW's numbers yet they always leave off something thats an important element of gameplay from WoW.
Take Rift for example. Simple themepark mmo at its core, with dynamic events, faction pvp, raids, etc. But unlike WoW, its PvP was never expanded on to be something worth other than an additional grind. Nobody does City PvP Raids in Rift like they did in WoW. World PvP was more of a joke in Rift. Also the leveling pace was slowed down in their expansion. Feels more grindy in return. Well I been a follower of Rift since beta, and I remember the number 1 complaint about it was the grindy leveling feel the game had. Why make that more grindy? Now in return the masses have left sadly.
GW2 also wanted piece of the WoW Pie. But if you wanted that, why would you leave off Raid Dungeons? Raid Dungeons wasnt something I believe most people in WoW didnt like. it was just something most people didnt like trying to get a group of players together for. Well having the lesser trinity system that they originally described could have solved that issue. But instead they when with this "DPS> All" roles system which makes people less likely to play non damage roles. less roles, mean less ways to play the game. PvE becomes very zergy. Melee in large scale PvP becomes useless with out tanking/healing being a key factor. Events cycle, but in a way that is pretty obvious. After lauching months after Rift, you would have at least expected them to have picked up on the flaws of Dynamic Events and how to address those flaws. They have their Meta events on timers unlike Rift's Meta events which were controlled by population or other dynamic elements. this created an element of suprise. Most of these meta events just arent that well designed ether. What is their purpose of eliminating Raids, if they were going to replace them with this.
I could say a whole lot on SWTOR, but point there is self explanatory.
I am sure many other games have something to say about, but too many to go on.
Why do these developers make these MMOs with flawed game design if others can easily point out these issues beforehand?
Looking at a few upcoming titles, like Archeage, The Elder Scrolls Online, etc etc. Lets be real here, I am sure most of us, even the fans see the upcoming flaws that will plague these games.
Yeah I know hype sells as well as developers trying to sell hope. But really is it that hard to do a little digging into these things before designing a game? Also wouldnt developers make more money with a game that was more polished in its design than just trying to make a quick buck on hype?
mind sharing with us what the developer's view on this is and what clouds your vision during game design phase?