The moody genre: That is why it is so caustic to develop an MMO
The genre of online role-playing games is a very special 1. Especially on the one hand, because it can be extremely fascinating **, to immerse yourself in such a huge, persistent world and become part of a community that has existed for many years. A community that can be used to experience numerous memorable moments and master all kinds of challenges, and in the acquaintances at some point to friendships and even more. There is no other genre in the form and intensity.
On the other hand, MMOs are also special because they have their peculiarities that do not exist in the form in any other genre, and it is precisely these peculiarities that make it extremely difficult to develop a really good online role-playing game. One could say that we are dealing with a moody diva here who is preferring to shoot itself. And in the last 20 years a lot of developers and publishers have bitten their teeth on this diva .
dungeon finder is the inspiration for MMO problem
No more metaphors. There is a very specific example that sponsors for this big problem of all online role-playing games. The discussions about the deletion of the dungeon finder for Wotlk Classic . A camp is happy about Blizzard's decision because the community of a server benefits from it if it has to organize dungeon groups themselves. You can also feel the size of the world when you have to travel to the dungeon inputs every time. The opposite side indicates that the communities are already broken on many servers. A cross -server, automated group search would help here and also enormously increase comfort.
But what is more important: the comfort or the MMO feeling? The perfect answer to this question is not because it is extremely subjective for every player. In any case, the developers will offend people. And that is exactly a dilemma that the operators of online role-playing game awaits again and again.
Let's stay with WoW Classic and the small language servers for another example. As great as it is to be part of a healthy population on Classic servers, the extremely empty and extremely full servers show that the problems of the language servers are and why all modern MMOs are more on large megas or cross server. Set constructs. No server community like in WoW Classic can form on these (and depending on the implementation, there is language barriers that some MMO fans have no desire), but there are no ghost servers or too full regions. The players are distributed flexibly in such a way that there are enough potential players over the longest possible period of time.
good game or good MMO? Both are not possible
As written, this dilemma awaits us in almost all areas of such a MMO. Many role players are, for example, fans of cosmetic transmog systems to put skins about the actual equipment. Developers are only happy to accept this request, after all, you can sell cosmetic skins through your in-game shop. Unfortunately, with such a system, it is no longer possible to read the equipment and arming of a character, which it has already d1. Minus points for the MMO feeling.
Modern online role-playing games also rely on foreseeable long level phases, solo friendliness, tens of difficulty for dungeons and raids, all kinds of quick travel options and many other things through which the quality of the gaming experience for as many players as possible can be improved. The horse's foot: Even all of these things torpedo the MMO fascination.
There is a reason why it feels so great in WoW Classic, for example, to finally reach level 40 and buy the first mount. Until then, you have already got a long way behind you, and that by pedes. But just because the level takes time just because the travel times are so caustic and just because it hurts at this time to transfer so much gold to the dealer, this milestone is so important. If you take all of this away by immediately supplying newbies with a mount, for example, that's nice. However, the reward and the character progression associated with it lose enormous value.
The many levels of difficulty in turn devalue the victory over the bosses, through the focus on soloists, the cooperation goes and if you can teleport yourself anywhere, there is nothing left of the huge, persistent world. Or to put it another way: MMO developers inevitably have to decide whether they want to develop a good, because comfortable and accessible game or an MMO that exceeds the potential of the genre as best as possible. Neither is possible.
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