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Briz9

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Great Ideas in MMORPG History

I decided to take a break from listing MMORPGs' flaws to instead talk about some of the things they've gotten right.

Player Cities in Star Wars Galaxies - What better way to avoid the stale feeling of an NPC city, than allowing players to create their own?

A Tattooine style cantina
A Tattooine style cantina
In SWG, players were given the ability to purchase and place their own structures almost anywhere on any of the game's numerous planets.  The only restrictions were really that it couldn't be too close to an existing city, and it couldn't be on really rough terrain.  Beyond that, you could pretty much pick anywhere you wanted.  Do you build atop this cliff that has a great view, or perhaps by this secluded oasis?  Finding the right spot was half the fun.

In a patch that came out sometime after launch (I forget how long after), players were given a new profession to choose from: the Politician.  Politicians had the ability to buy deeds for City Halls, which they could place to start a new player settlement.  The Politician could recruit residents to the city by giving other players zoning rights, which allowed them to place their own house in the city limits, and declare their residency.  By increasing the number of residents, Politicians could expand the city's land, and gain access to new civil structures, such as shuttleports and hospitals.

This, in my opinion, is a great idea in MMORPG history.  Player cities really became a home for your character.  You learned the faces of your neighbors, and had a real sense of pride in your little virtual community.  It was not uncommon to embark on spontaneous missions after bumping into some neighbors, or go hang out at the cantina and just chat.  One really fun thing was to buy faction structures, such as a Rebel Alliance outpost and turrets, and have PVP battles when other factions came to raid your city.  Player cities is a feature I would like to see in all MMORPGs.

Player City FAQ via Allakhazam
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MMORPGs and Tragic Flaws, Part II

On to flaw #2

Lifeless NPCs - Most NPCs in MMORPGs can be accurately described as "sign posts".  They are stationary, dispense the same information to anyone, and pretty much only serve to point you where to go next.

Yeah, yeah, whatever. Just tell me what you want so I can get XP.
Yeah, yeah, whatever. Just tell me what you want so I can get XP.



















Part of the appeal of MMORPGs is immersing yourself in a living, breathing world.  So why are all of it's non-player inhabitants anything but living and breathing?  Let's take a look at some limiting factors.
  • Catering to thousands of players - an MMO has to consider every player, and how each of those players experience the content of the game.  Players can log on at any hour, during any day, and could be anywhere from level 1 to max level.  So how can our NPC "Joe Questgiver" do anything but stand still for all eternity?  If he ever goes to work or sleep, someone may not be able to find him when they need him.  This would lead to frustration on the part of the player, which is not something you want to happen to someone you're asking for $15 every month.
  • Resource and programming limitations - The fact that MMORPGs are such large worlds means there is also a large number of NPCs to populate that world.  Programming different scripted actions or AI for hundreds or thousands of NPCs would be a huge task.  So would giving each NPC unique dialogue based on the interacting player's race, faction, or accomplishments.  It would just be incredibly complicated.  Age of Conan did a respectable job of giving every NPC a unique voice (at least everyone I talked to).  It made you actually want to listen to what they say, as opposed to an NPC in WoW, where you skip over everything he says just to read what the quest objective is and get going.  However, AoC also requires about 25 GB of storage, which I'm sure consists largely of audio files.

The downside of this is the kind of vacant and lifeless feeling you get from a major in-game city (or any settlement, really).  There might be a guard scripted to walk a path here and there, or some kids fishing off a dock, but these supposedly thriving cities just feel stagnant.  Players don't feel any connection to these NPCs either.  They're more like tools than people.  "I use this guy to repair my stuff, I use this guy to learn a skill".

The upside is predictability.  When I need something repaired, I know exactly where to go.  When I need to train a new skill, I know exactly who to talk to.  This is something players appreciate, though probably take for granted.  If someone was about to embark on a raid, and needed to repair their stuff, finding the blacksmith's shop closed because he's sleeping would just be annoying.

But are these mutually exclusive, or can some sort of balance be reached?
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MMORPGs and Tragic Flaws

Note to reader:  This post is really my opinion, but is intended to open up discussion, so please share your thoughts in comments.

Love 'em or hate 'em, MMORPGs are here to stay.  With the carrot-on-a-stick that is Activision Blizzard's monthly income from World of Warcraft subscribers, there will always be some developer/publisher out there looking to get a slice of the pie.  Personally, I'm a sucker for MMORPGs.  But even those who drop $15 a month for these games can agree that there are plenty of flaws.  But are they inherent to the genre, or has the development community just not figured out how to fix them yet?  Before we dive into that, let me first list some games that I've played for some street cred.

  • City of Heroes (played a character into the 20's)
  • Lineage II (played a character into the teens)
  • Star Wars Galaxies (mastered many professions on a few characters, reached Jedi on one)
  • World of Warcraft (played from beta to now with a short break before Burning Crusade, have one level 70 doing raid progression)
  • Age of Conan (played to about level 11, cancelled account because I enjoyed WoW more)
  • Tried a few more briefly, but not really worth mentioning.

So, now to those flaws:

Long Travel Times - You can sometimes spend more time getting from point A to point B than actually doing whatever quest or mission you're going there for.

I have to run WHERE, now?
I have to run WHERE, now?
Part of the appeal of MMORPGs is playing in a huge world, populated by thousands of players, a wide array of mobs to kill, and a variety of settings to explore.  But along with this huge world comes the dreaded travel times.  There are a few ways to offset long travel times: 1) instant teleportation, 2) public transportation, 3) or mounts/speed increases.
  • Instant teleportation - This is by far the fastest and easiest form of travel, whether it's clicking where you want to go on the map in Guild Wars, or using your hearthstone in WoW.  However, the instant teleport is also accused of taking away that sense of a huge epic world (just listen to Yahtzee (NSFW)).  If you can instantly switch to any area at any time, the game world is really more like a series of levels than a big connected world.  WoW tries to balance this by allowing instant travel only occasionally (though some classes can do so more than others).  But if you've ever played WoW, you know that much of your time is still spent on a gryphon, hippogryph, or bat.  Which brings us to public transportation.
  • Public transportation - Many games employ a mode of public transportation; a type of fast-travel accessible by anyone in the game.  Some examples are WoW's flight paths and boats, SWG's shuttles, or CoH's monorail type train.  The pros of this type of travel is that it fits nicely with the game's "reality".  For example, in Star Wars you never see someone instantly transport, so do to so in the game would break that game universe's "reality".  It also serves to quicken your travel without losing that huge epic world feeling.  In fact, it may enhance that feeling.  While riding a gryphon cross country in WoW, you can look out into the distance and take in the view.  You may even notice things you hadn't before, like some ruins or the skeleton of a long-dead giant.  The con of this type of travel is that it still requires waiting, whether you're waiting for the shuttle to come in SWG (I think they reduced the wait time since I last played), or you're riding a gryphon for the thousandth time, and you could care less about the scenery.
  • Mounts and other speed buffs - The last form of speedy travel (that comes to mind, anyway) is the mount or other speed buffs.  These types of travel keep the sense of a huge world, and they also keep the player in control of their character, so they're not quite as boring as an automated public transport.  The downside is that they are usually the slowest form of "fast travel", and you often still have to worry about being attacked by mobs or other players that can end your travel plans quickly.  The ability to mount, though, is usually restricted to higher level characters and/or people with enough money to buy them.  This means you're new character is still going to be hoofin it for foreseable future.  The best form of this travel that I've seen has to be the travel powers in City of Heroes.  Flying just felt cool.

Well this is taking a lot longer than I thought, so I'll have to continue in another post.  Please feel free to discuss the topic of travel times, if you think I'm wrong or missed something, or if you think you have an idea on how to fix it.  See you next time.
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