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http://www.mortalonline.com/forums/70282-biggest-fail-recent-gaming.html
Straight from the MO forums, this thread simply amazed me. So according to some, the most failed games recently are Skyrim, Oblivion, Battlefield 3...Even UO (right 1997 is recent lol) !
I think I'm starting to understand why some of these people love MO...If to you Skyrim is fail, then yes, I guess that would make MO a success...If you live in a world where everything is reversed.
anyways, MO forums are always fun, I had a good laugh.
Comments
The guys in the OT section of MOFO are... special. Some of the most frequent posters there haven't played MO since beta, but they keep hanging around the forums trolling each other and competing for the "armchair dev of the year" award.
A "fail" game to them is anything that's not an incarnation of their personal idea of the perfect gaming experience.
Fail has more to do with the amount of time a game can hold your attention. For me, Skyrim took about a week before I was completely bored with it. Mortal, despite its flaws, has kept me interested much longer, though I put it in the 'fail' category as well.
You know why Skyrim is making their lists right? When Tytanis hits there really won't be anyone left playing MO. Why played a failed pay to play MMO like Mortal Online when you can play a multiplayer player version of Skyrim. It's a no brainer.
It will also make everything Henrick and co. have done look like a joke, well I should say it has the potential too.
What will it be? Will Henrick and co. be out done by a couple of Skyrim Modders? Seems likely to me though that is a very low bar, if they mod simply works and lets a handful of people play together and nothing more then they've out done MO lol.
The problem with sandbox games, mortal online included is best understood by reading this: From wtfman
"Darkblight touched on a great topic in his previous post; the holy grail of an MMO is balance. Everyone knows an MMO needs 'balance' to be good, and the better the 'balance', the greater the MMO. Balance, unfortunately, is one of those terms that no one ever understands in the same way. Most of the time, whatever benefits the player's interests is considered to them to be balance. For a trammelite, balance is being able to go out into the wilderness to make money without dying every minute. For a crafter, balance is the ability to create an item and have a good economy to make a profit in. And lastly, for most of us here, balance is the opportunity to pwn the previous two people and run off with their stuff.
The balance that darkblight wants to talk about, I believe, is the balance of all these types of players, which is what made Ultima Online the epitome of MMOs to date, but instead of discussing that he does what most of us thieves, murderers, griefers do (and I'm sure I may even in this article about my point), and goes on to discuss the balance which benefits only us, the minority of players who cause grief, chaos, and anger. And this is the major problem of balance in today's MMOs.
Now, I must state I've been a thief in any RPG I've played. I absolutely enjoy stealing, backstabbing, deceiving, and generally being a nuisance to everybody. If I can profit off another person's effort with minimal risk, great. But I'm also aware of the my role's position in the grand scheme of things. In order for me to enjoy this there needs to be another person for me to profit from, and in order for me to profit off of them, he needs to be able to make money with relative freedom, and this relative freedom only comes if there are a very limited amount of people like me, and you, who want to screw him over in the lich lord room after he's been there for 2 hours straight. That other player, the trammelites or anyone who loves to roleplay and decorate their virtual homes with sparkles and glitter, are needed in droves in order to run any MMO, and they need to feel as though the entire world isn't out to completely screw them over. They are the sheep to us wolves, and just like in nature, the balance lies in having less, much less predators than there are prey.
When you cater to only one of these types, the trammelite, thief, crafter, et cetera, the MMO will eventually only consist of that type. That's what makes most MMOs to date stale and boring as watching paint dry. No one wants to steal from another thief today who's just going to steal it back from them tomorrow. On the other hand, if you put everyone in a bubble, safe from all the evils of the world, even they will find themselves bored from a constant treadmill of levels and achievements. It's important to give everyone enough protection so they don't feel scammed of all their hard work all the time, but it's also important to provide some chaos, some destructive elements, in order to keep the world changing and to stay interesting. The key to balance then is to maintain the proper proportions of these elements.
Balance doesn't lie in PvP or PvE or crafting, it lies in the mixture of all these combined. MMOs are fantasy worlds where people interact with each other, thus it's more of a social balance that needs to take place in order to truly have an outstanding MMO. Given, individual aspects such as PvP, PvE, and crafting need to be balanced themselves, but the bigger picture is a diverse and dynamic world in which politics, drama, and power struggles take place. Ultima Online was laced with bugs, imbalanced mechanics, and always was down when you wanted to play it, but it was absolutely incomparable to anything else when it came to interaction and conflict with another human. It was a melting pot of roleplayers, murderers, griefers, crafters, you name it, even though it had all its flaws and imperfections. No one cared to max their character before heading out into the dungeons because there was an enormous mix of people to run in to, whether it be a newbie who wanted to just kill some mongbats with you, or a PK who was trying to In Por Ylem you to death. Even the huge changes that made a character go from a powerhouse to a gimp overnight didn't really stop us from starting to train a new skill from scratch the next day. Everyone was kept on the same playing field because we never really knew what tomorrow would bring.
I'd like to say Ultima Online had no 'end-game'; the way I played Ultima the first day, up until the very last, was to just get out of town and see what would happen. Every time I logged in I never had a goal other than to have fun. If I ran into some of my thief buddies, we'd go stealing; if I found myself needing money badly, I'd go kill monsters. There was always something to do, always somebody new to run in to, and it never was the same thing twice, and that only works when there is a diverse balance of every type of player imaginable. MMOs today always seems to have a focus on only one certain aspect of a world, whether it be PvP, PvE, or being a furry The next MMO that realizes the balance between having free-for-all PvP, fully-lootable corpses, and a safe enough stable for my neon horses, I'm in."
Fair enough, but that's really just equalling personal preference to general truth. I'd say you have to consider multiple factors before deeming a game a failure or not; for example general popularity and reception by gamers, overall review scores, sales, longevity, influence on other games (and/or gaming in general), etc.
I mean, I don't like WoW myself, but I'd hardly call it a "fail" game. Likewise, anyone claiming the TES series to be "fail" is just portraying his/her personal opinion as fact.
On a side note, those responding "UO" in the linked thread are probably just trolling the original poster, who is the ultimate UO fanboy.
Im in too, especially for the neon horses.
Just have to understand you need a lot more sheep than wolves.
Came up with a solution for this in another thread that I thought might be worth exploring. Add Perma Death to the game but only for reds. If a Red is killed (Can even limit it to "By another player") that char/toon is deleted.
Part of the problem has always been there is no real punishment for killing others. Leaving it up to the player base to polic themselves is fine in small communities but when they get large, not so much. Adding a feature like this, well...... could change things a bit.
Absolute rubbish. Fail is when the game fails to deliver from a general perspective : fails to sell in proper amounts, fails to keep its players, full of bugs, exploits, fails to deliver advertised features, poor graphics or poor design, poor gameplay etc.
Skyrim is a complete and utter success. It has the most gorgeous graphics ever, a huge free world, good AI, little bugs, near infinite hours of gameplay with loads of quests, options stuff to do etc for every playstyle.
It has sold millions of copies, has had the best scores ever, and was the 1st ever non japanese game to obtain 40/40 in the most prestigeous japanese gaming review.
And you think it can be called a failure just because you got bored with it?
this is just like saying Lord of the rings isn't a good book just because you got bored with it.
There is an easier solution : don't make the game PvP centered where everything including crafting only revolves around PvP and end use is PvP. Balance is about offering as much for everyone.
Right now MO is just a large scale medieval PVP deathmatch, its like medieval Team Fortress.
Some people like to do quests. If Skyrim was a MMORPG, it would be well balanced imo because quests are really good and the people questing all over the map would constitute "sheep" just as well as those going mining, butterfly hunting dungeon hunting etc.
I remember one of the best PvP MMO was EverQuest during its "classic old school" days (pre-luclin)
I like this idea alot. You sir get a
A man is his own easiest dupe, for what he wishes to be true he generally believes to be true...
Such common permadeath will never work in a MMO with any significant progression and skill system I think, that topic has been beaten to death already (no pun intended).
Except in MO there is very little skill progression... that's what they advertise all the time. The timesink is really more gear based or crafting. Permadeath would actually work in a game like MO which is more FPS than RPG. Let your assets be transferred to your next character... who maybe inherits a percentage of your skills etc...
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Salem is planning on having permadeath. It's possible.
Never trust a screenshot or a youtube video without a version stamp!
thats doesnt mean it will actually work though.
Most of the Offtopic people dont actually play MO.
there are 2 types of mmo, imitators and innovaters.
More accurately, its like saying Lord of the Rings was an epic failure as a book because you didn't like some of the characters and storyline.
I always interpreted success and failure in general as referring to a products popularity and sales. Skyrim isn't everyone's cup of tea and I myself didn't finish it, but it has been wildly popular and won plaudits from all sides so a "fail" it certainly isn't.
To be honest I'm not surprised people are saying this stuff on the MO forums. Of the few that remain, a large proportion of them are the kind of person that likes to feel superior to others on account of how hardcore they are, and fail to appreciate that their preference on style of game is purely subjective opinion and not a case of right or wrong.
Gotta remain objective. If you close your eyes and follow with religious blindness then your arguments become easily dismissed as ignorance.