How do we make MMOs great again?
How do we make MMOs great again?
>again
They were never good in the first place. What's the point of progressing in a game and dedicating all your spare time to it, only for everything to be shut down 7 years later? It's like you enjoy working towards nothing.
Whose to say you don't do that with any game. Play and play it then put it down and never touch it again?
>What's the point
Entertainment in the now. You don't play video games for the future, user.
Get publishers to publish a new Korean MMO every week again for loss.
get rid of them
Remake Star Wars Galaxies
fuck off dogfucker
New chapters when
>1: Character Creator -- Have a character creator with a sizeable amount of depth to it. People abso-fucking-lutely love dress-up, so dragging in the casual crowd who want to play with dolls is the first step
>2: Establish a power-baseline and build the gameplay around that. Do not move it outside of its boundaries ever so power-creep can be somewhat prevented. Look at what you have established already in the game and then ask, "what is missing?" If you can't think of anything, don't implement anything.
>3: Microtransactions for cosmetics: Going back to point #1, if you have a shop that allows for good cosmetics only, that's fine. It not only brings in revenue but it allows players who legitimately enjoy the game to dip in for some luxury items late-game. Never have any P2W items here since the short burst of revenue provided will always be significantly lower than the long-term of cosmetic transactions.
>4: Make every class relevant. If you go for the trinity, make sure that they can all level by themselves at a good pace, but are never replaceable for dungeon crawls. If you're going for a unique list of jobs, figure out what you want each job to focus on (dps/offensive support/defensive support/healing/tank) and look what you have already out there. You can have as many jobs as you want to focus in each class, but balance them out so the strengths and weaknesses of each job in each class roughly equal the other overall. It doesn't have to be exact as the player can make up the difference with equips later on
I physically own copies of most of my games. Unless Sega kicks down my door for Phantasy Star IV, I'll never have to worry about losing everything I worked towards, and I can go back and play it whenever.
MMOs are guarenteed to die off and take all that game progress and money you've been spending for a subscription.
I have no future thanks to video games.
Bring your dog around my place and see what happens, fucker.
Force PCs to band together against overwhelming odds and crushing difficulty. Don't rely on bullshit instant matchmaking, let the people form parties manually and search for members. Standing at outposts and crying "LFG" for an hour or two only to be wiped by the forth mob you fight.
I miss you, FFXI.
>almost 300 days with no new chapter
fuck
rebrand them so the people who ruined them won't start screaming about endgame raids
we don't, let it die
Blizzard saw the success of EQ and thought, "What if we took EQ and made it completely soloable and extremely casual?".
Blizzard then released World of Warcraft to great success enticing people who normally couldn't dedicate enough time to MMOs before it.
The issue here is that World of Warcraft broke all the rules of what makes MMOs MMOs.
>No need for player interaction
>Extensive use of built-in fast travel (not player run)
>No penalty upon dying
>Monsters aren't difficult to kill nor pose any danger
And it only got worse from there as the game went on..
>Cross server content
>Dungeon finder
>Portals in every major city to every major city
>Flying mounts
WoW turned modern "MMOs" into Facebook/MSN/Myspace.
Now every other AAA publisher saw what Blizzard did and wanted to make a quick buck as well. So for the next 10 years we got these HUGE budget WoW clones expecting to build up the same subscription numbers as Blizzard. Well it turns out that the target audience wasn't as big as these companies expected and almost every single one of these games crashed and burned.
Meanwhile anyone still playing MMOs before WoW are growing up. They don't have 8 hours a day to put into FFXI/EQ/DaoC/etc. They start playing WoW/WoW-clones as well. Younger people have no idea what MMOs were before WoW and play WoW-clones as their "first" MMOs.
We'll never get another true AAA MMO, but that's okay. There are some niche games coming from veteran developers who worked on the classics. Pantheon, Ashes of Creation, Camelot Unchained, etc. And bigger publishers are starting to get more experimental, but unfortunately still playing it too safe with how casual the games are. We should be happy with that. In the meanwhile, private servers like project99 are extremely populated and great fun.
It could be a while, but there'll be a return of true MMOs.
Take the concept of endgame and put it in the trash for all eternity
I don't think high effort grindy MMOs work anymore
We apparently need that LFD/LFR with 0 socializing allowed
Best answer. Just imagine how awful it'd be if MMO players approached tabletop the same way.
>Why are we fighting Kobolds? I want to fight a dragon, can we level up faster?
>Wow only a +2 named magic sword? At level 20 we'll be using +5, this is a trash item lol
>Every class except wizard is pointless cuz they're the best at level 20
Just give me a spiritual successor to Guild Wars.
So literally elder scrolls online?
I stopped playing that game but I still log in a few times a year to check my characters' birthday presents. God I miss that game, I was never good at it but I had so much fun just making builds; Mesmer was my jam, posting best skill.
wait for less autistic generations
I saw you on Sup Forums two days ago OP.
And you never answered me what manga this slut is from.
Shinozaki-san.
Okay my reverse image search was correct then.
Thanks user.