https://www.youtube.com/watch?v=txiYd3lNFEMFor those that didnt see it.
Whats interesting is the fact that New World's MMO developers didnt know or at least expect ganking and low level griefing in a game designed around Open World PvP Full Loot From Start sort of gameplay.
I mean come on, Do these developers live under a rock?
This once again adds strength to my theory that honesty, many MMO developers do in fact know how to make MMOs and Program them well( wont take that away from them) ,
but most Lead MMO developers DO NOT
Know or understand why certain things/features/design concepts either Succeed or Fail.
This same theory also applies to well successful MMOs like Blizzard's World of Warcraft.
The Developers make design decisions, and sometimes they catch on well, and sometimes those ideas flop.
The problem is, these lead designers dont understand "THE WHY" certain things are successful and why certain things are Not Successful.
This why you will see a string of new release "Sandbox" MMO FFA Full Loot MMOs released over the last decade or so with one after another flopping while pretty much building around the same skeleton.
Same thing with the string of MMOs emulating the WoW/EQ style and also flopping one after another using the same skeleton.
You would think these Developers are very smart and would put 1 and 1 together to figure out 2. No. Many of these MMO Developers Dont understand the WHY things work out the way that they do.
And I would go as far as to say the Developers in many cases dont want to hear from the Consumers the explanation of the "WHY". The MMO developers always "KNOW BEST" in their mindset. Just look at the past controversy at Arena Net's Guild Wars 2 when one of the writers got into a heated conflict with a Content Creators when the Content Creator gave some respectful feedback and criticism.
Thats when the development staff come out with the aged old argument "Iam a Developer and you are not. You dont know anything about making a MMO"
Iam sure Mythic's developers were like this before Warhammer came out as well. Same for Wildstar's developers, Darkfall's developers, the list goes on. We see this time and time again.
Philosophy of MMO Game Design
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There really is no right or wrong answer. The population is split weather or not to restrict pvp.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Also, when looking at Warhammer's failure, there's too many people to point the blame towards, but a good majority of it should be directed at EA for pushing for the game to launch prior to it being finished with less bugs. But, Warhammer did make some great innovations to the WoW clone formula that I have only seen one such feature in a current/alive MMO to this day.
Public quests, which exist in some form or fashion in FFXIV, an event happens that requires players to do X with a timer, the more you do the quest objective within the time frame/area of the event, the higher your contribution the higher your reward.
Aside from Public Quests, Warhammer also had the Tome of Knowledge, which was a fantastic creation that allowed players to read up on lore for each area, for key characters in the Warhammer world, and to keep track of their creature kills, as well as hidden bits that unlocked new titles, cloaks, and other trinkets as well as providing a small bit of XP for each thing you unlocked.
Sad that Warhammer died, even sadder that the only way to play now is on a game that only has the skin of Warhammer but none of the things that made it a fun game.
Know or understand why certain things/features/design concepts either Succeed or Fail. "
years ago I was talking with Someone (executive at a game company) at PAX and the topic moved on to Warhammer Online (or whatever the mmorpg was called).
We were talking about pvp and pve in mmorpg's and I mentioned that Warhammer had mishandled some of the pve elements. One example was that if I was to attack one of two npc's (both standing right next to each other and guarding an area) that one would run to attack me but the other would just stand there.
His response was "well, it's understandable because they are pvp developers."
My response was "Shouldn't that just be common sense?"
I strongly suspect developers are very much like other creatives with considerable training and they reside in an ivory tower without a lot of knowledge of what goes on in the outside world.
I think they are so excited about their projects that they miss a lot.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
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― CD PROJEKT RED
Instances PvP has a Gear requirement so I can't play it unless I grind for my gear. But it's said to be a Pvp MMO
Philosophy of MMO Game Design
Philosophy of MMO Game Design
If you can be vastly more power and/or get nearly unlimited power gains and etc. It's bad. Nobody likes to be automatically stomped.
Might makes right does not work for MMORPG players. In general without permanent death or long term imprisonment. You have to guide the type of PvP. If you want Lord of the Flies then your game won't likely be popular.
Don't shape the world, goals and PvE in FFA PvP like a themepark. It's a waste of time and doesn't usually fit the theme of the game.
Well I wouldnt say I competed in Planetside 2...it was more like I died in 2 seconds very often.......
And that I believe is what made WoW the juggernaut it became, it was made by gamers for gamers.
I know things went a little wonky when Smeldy said "Gamers don't know what they want" and I think more modern MMO developers have come to take this route directly, where they hire people to make a game that do not in fact play games, because they, like some of the players, have begin to break game design down to a science as opposed to an art, and why little things that would seem painfully obvious to any gamer, seem to delude them.
Such I guess is the nature of the game.
Having said that, you must have a different idea of "compete" than me because even in PS2 there is character development that takes time and you're nowhere near good enough when you start versus others who have upgraded themselves a lot.
ESO is not quite "from the start" but you can go PvP in Cyrodiil at level 10 getting bolstered and you're not limited to the 10-49 campaign - you can join any of them including the ones with full Champion Point use. You can do it but you're only competitive if you're in a large group for protection and stick to using siege equipment because for those level doesn't matter at all. Otherwise you're just dead meat in 2 seconds against a fully leveled and geared player.
And they're not the only one that has tried to even the playing field. GW1 did the same but all they were really doing was importing shooter style PvP into an MMO or rather, near MMO since GW1 was also its own kind of weird duck. But tacking on some other genre's type of PvP into an MMO doesn't really count as MMORPG style PvP.
So I'll stick with what I said. MMORPG style PvP is just plain different from shooter style because of the RPG character development that you actually do want to take a while (If you actually do like MMORPGs that is) as well as a variety of classes with their own strengths and weaknesses. If you have that PvP will have imbalances... period.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
That's not even counting talent restricted by the big companies.
I will say, that I used to read Tales from the Trenches, and, it was very informative, there was a bit of an ongoing theme of people that took QA job (Game Tester) but had their degree in game design and/or programming, and they thought that working in the business in any means, would give them a leg up.
The theme as it went was that people who play games are looked down upon in the industry. You have a better chance to get into the gaming industry if make an App game, then anything else, in fact, going into QA is a downgrade, and can hurt your chances to get into developer positions.
So game companies are not looking for people who play games to help them design their games. Which might speak volumes about the current trend of games coming out feeling lacking, or missing the marks by a long shot, and it having nothing to do with payment model, but from where companies are pulling their talent to make the game from.
But this is just my feels on the matter.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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Smedley is now a days a complete chump when comes to being a fair person or a dev employee,he is imo completely useless to us as gamer's.
I still feel this game will release as a very sub par game but i am also certain Smedley wanted it to be out already.Amazon luckily or maybe not,will hold off for a bit,they would have been bombarded with criticism.
To this day the EQ series is/was perhaps the worst polished games i have EVER played,i am not saying bad games but no effort put into optimization or fixing bugs/glitches,this is the true face of Smedley,he DOES NOT care at all.
Just look at the total rubbish he tried to pan off on us after getting fired from DBG,it was like a $150 dollar game engine and actually no game but still he has balls,he would try and sell dirt to a camel.
IMO Amazon is making a huge mistake,this game is going to be the face of the new business venture into gaming,they blow this and they lose stock as a legit business.
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