mmos_dead
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mmos_dead [2025/08/11 22:16] – [Are MMORPGs Dead? Creating the perfect MMO] unhandled | mmos_dead [2025/08/15 17:23] (current) – [Are MMORPGs Dead? Creating the perfect MMO] unhandled | ||
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I think the one thing no MMO has ever tried that should be done is a way to intermix all the core elements of an MMO into one large, complex but unique, system. | I think the one thing no MMO has ever tried that should be done is a way to intermix all the core elements of an MMO into one large, complex but unique, system. | ||
+ | |||
+ | === Progression matters === | ||
+ | Everything in an MMO needs to be progression towards some end goal. Even if it is grindy. Even if it leads into something you don't necessarily care about progressing in, if it eventually leads to something that you DO care about progressing in, then it's a worthwhile endeavor and players will participate in it. | ||
=== What are all the core elements of an MMO? === | === What are all the core elements of an MMO? === | ||
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- Small group PvP | - Small group PvP | ||
- Group PvP | - Group PvP | ||
+ | - End-game crafting or imbuing | ||
- | Almost every MMO has most, if not all of these core elements. Very few games focus on all of these elements and instead have strengths in certain ones, while neglecting the others. Many of them have currencies for participating in specific elements, and then provide gear or items for progression down that same path. I think this is where current MMOs go " | + | Almost every MMO has most, if not all of these core elements. Very few games focus on all of these elements and instead have strengths in certain ones, while neglecting the others. Many of them have currencies for participating in specific elements, and then provide gear or items for progression down that same path. I think this is where current MMOs go " |
+ | |||
+ | I do think that crafting can be interspersed into each of these aspects as well, for example. Perhaps crafted items in game can require one thing obtained from Gathering, one thing obtained from PvE, and one thing obtained from PvP. But there should probably be more to it than just that as well. | ||
=== How to fix the core MMO content === | === How to fix the core MMO content === | ||
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- Group PvE or raiding which helps get shards/ | - Group PvE or raiding which helps get shards/ | ||
- PvP which leads to PvP experience levels needed for... | - PvP which leads to PvP experience levels needed for... | ||
- | - Group PvP which leads to a new zone for... | + | - Small group PvP which leads to a new zone for... |
+ | - Large group PvP which opens up access | ||
- Gathering the best materials in the game for... | - Gathering the best materials in the game for... | ||
- | - Crafting | + | - Imbuing |
The best MMO would require a robust auction system for trading the " | The best MMO would require a robust auction system for trading the " | ||
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I personally think a global chat or temporary access to one could be an unlockable achievement in the game, like a way to speak as a god or demigod or something. It could be something to be unlocked. But no MMO has ever done this before. It'd be cool to see one do this someday, but I'm not recommending it for the perfect MMO, necessarily. | I personally think a global chat or temporary access to one could be an unlockable achievement in the game, like a way to speak as a god or demigod or something. It could be something to be unlocked. But no MMO has ever done this before. It'd be cool to see one do this someday, but I'm not recommending it for the perfect MMO, necessarily. | ||
- | === Match-making === | + | === Match-making |
- | I'm sorry, but match-making | + | I'm sorry, but some sort of group dungeon finding functionality |
+ | |||
+ | Matching players wanting to do group content in-game | ||
+ | |||
+ | The only exception to this that I can think of is if you don't want players using a dungeon finder to get an extra free " | ||
I compare this back to global chat. Most people don't want to participate in a global chat and don't. We're not all little narcissists playing a game where everyone has to be updated about who we are and where we are at. We're not asking for help for every single puzzle we come across, right? Oh wait, some people are, and they do. I wonder how long those players stick with the games they play. I wonder what percentage bugger off and leave a bad review on the game when they finally annoy someone. | I compare this back to global chat. Most people don't want to participate in a global chat and don't. We're not all little narcissists playing a game where everyone has to be updated about who we are and where we are at. We're not asking for help for every single puzzle we come across, right? Oh wait, some people are, and they do. I wonder how long those players stick with the games they play. I wonder what percentage bugger off and leave a bad review on the game when they finally annoy someone. | ||
- | Finding people for group content when you disagree with the idea of there even being a global chat is why I think match-making | + | Finding people for group content when you disagree with the idea of there even being a global chat is why I think dungeon finding |
- | I get that for some people social interaction is why they play MMOs, but for at least some portion of the playerbase, they want to choose when and how they participate in that. Match-making lets them do that. Match-making | + | I get that for some people social interaction is why they play MMOs, but for at least some portion of the playerbase, they want to choose when and how they participate in that. Group matching mechanics let them do that. Dungeon finding |
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