Can MMO's get beyond World of Warcraft?

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scaledriver

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Sep 22, 2009
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Everything I play lately even non mmo's have design borrowed from World of Warcraft! The color coded loot and the little exclamation point above quest givers is making me ill.

How many years will it take to get past the outdated design of WOW?

1. Let's drop lame quests that ask me to kill 20 boars. Fun quest lines can be done without having to grind every area. How about dropping quests for some other goals? Need gear go find it.

2. with RPGS we have levels that show how long we've been playing in comparison to new players, way bored with levels. How do I compare myself to other gamers? how about by skill instead, choices of gear and how well you can play mean more to me than a level number of how many hours you spent in game. Tired of out leveling the area? How about the gear you have determines where you can go.

3. Static instances that never change. Wouldn't it be fun to have the difficulty of instances change so sometimes it is really tough? The loot could scale to the difficulty and sometimes you would have to make a tough decision and decide you just don't have the right gear or the right skills to make it. This should always give a reason to go in and test your mettle. Random mobs and random pathing would be fantastic as well.

4. Server wide goals and events. Let's say after 2 weeks of play some huge mob tries to destroy a town that everybody is familiar with. PC's can repel the attack if they can get organized enough fast enough. Make the community of the server actually feel like they change the outcome of the game rather than get to endgame and get bored.

Does anybody else think the MMO genre is stale and it's true potential is not realized?
 

Gxas

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Yes, WoW can be surpassed. The problem is that no one is trying to do that. They either copy it or disregard it completely. Both terrible moves.
 

gamefreakbsp

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I dunno....it is going to take a lot for people to move past their beloved World of Warcraft.
 

Seasons of Bailey

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I keep hoping someone will make a good MMORPG one day, or rather, and MMO where the combat requires more than clicking on an enemy once and occasionally throwing a spell, and where the quests don't mostly involve killing x amount of some generic monster.

EDIT: I've actually thought of a possible system that makes it so that everyone isn't constantly doing the same quest. It doesn't seem that hard to do either. You make it so that who you choose to work for determines which quests you can do later. Doing one quest may disable another (for now let's just say that the quest giver's don't like each other) and at the same time a new job opens up that wasn't previously available. There's branching paths. Otherwise, things just start to feel like a check list (Runescape)
 

Gxas

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MaxTheReaper said:
I do like 4, though.
I've always thought something like that would be neat.
NPC attacks on major cities and smaller towns and such...
Didn't Tabula Rasa try that?

I mean, they may not have done it right, but I heard that that was one of the worst parts of the game.
 

MGlBlaze

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Gxas said:
Yes, WoW can be surpassed. The problem is that no one is trying to do that. They either copy it or disregard it completely. Both terrible moves.
Pretty much this.

OP;
1) This is a good idea, but remember the target demographic, and MMOs try and keep their user-bases occupied for as long as possible so they can get more money from the subscriptions. Games are a business after all...

2) Not such a good idea. People who like MMORPGs and people who like more action/reflex oriented games don't overlap too much, and combining both in one game doesn't work too well. And again, there's still the business model to consider.

3) Drop rates should increase as you go longer without getting a particular drop, but other than that: no. Also, random mobs and monster-pathing would send all game balance, planning and the player's ability to control what they fight completely out the window, and piss off a lot of people. It'd make getting experience earlier on hell, as well.

4) I may be mistaken, but I'm pretty sure a lot of them do this already. Maybe not mob events specifically; remember, there are less powerful characters too, and you will in all likelyhood leave a LOT of people feeling left out no matter what level you orient it towards. There are certainly server-wide holiday events, though. Not to mention, Tabula Rasa tried this and failed because people didn't like completing quests or coming to the town in need of supplies to find it overrun.
 

scaledriver

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Sep 22, 2009
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There have been attempts to do it but the game itself isn't changed. Someday I can hope for player built towns and such but it's going to take years to evolve this and find a company to take some chances.
 

tofulove

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scaledriver said:
Everything I play lately even non mmo's have design borrowed from World of Warcraft! The color coded loot and the little exclamation point above quest givers is making me ill.

How many years will it take to get past the outdated design of WOW?

1. Let's drop lame quests that ask me to kill 20 boars. Fun quest lines can be done without having to grind every area. How about dropping quests for some other goals? Need gear go find it.


2. with RPGS we have levels that show how long we've been playing in comparison to new players, way bored with levels. How do I compare myself to other gamers? how about by skill instead, choices of gear and how well you can play mean more to me than a level number of how many hours you spent in game. Tired of out leveling the area? How about the gear you have determines where you can go.




3. Static instances that never change. Wouldn't it be fun to have the difficulty of instances change so sometimes it is really tough? The loot could scale to the difficulty and sometimes you would have to make a tough decision and decide you just don't have the right gear or the right skills to make it. This should always give a reason to go in and test your mettle. Random mobs and random pathing would be fantastic as well.



4. Server wide goals and events. Let's say after 2 weeks of play some huge mob tries to destroy a town that everybody is familiar with. PC's can repel the attack if they can get organized enough fast enough. Make the community of the server actually feel like they change the outcome of the game rather than get to endgame and get bored.



Does anybody else think the MMO genre is stale and it's true potential is not realized?
1) oblivion, morrowind, fall out 1-3

2) rune scape

3) left 4 dead 2

4) war hammer online



wow dominates the marker, cause its good, perfect, no, has every thing i want as a gamer defently not, but its relaxing and much slower passe than most other games i play.

http://www.youtube.com/user/tofuloveyouto
 

Robby Foxfur

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Yes it can be gotten past, but with today's economy its better to stick with what works rather than trying to make something the will or won't sell well. Its all about the gold, err umm money yeah money
 

JeanLuc761

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scaledriver said:
Does anybody else think the MMO genre is stale and it's true potential is not realized?
Absolutely. I've had this idea for quite some time about a zombiepocalypse (hold your groans) MMO. Survivors would be forced to band together and create makeshift homes/defenses to repel the zombies. Would never REALLY have an endgame so far as I've figured, but damned if it wouldn't be intimidating to spend your daylight hours stocking up your house so you can defend against the onslaught at night. And, if you lose your house? God help you!
 

tofulove

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JeanLuc761 said:
scaledriver said:
Does anybody else think the MMO genre is stale and it's true potential is not realized?
Absolutely. I've had this idea for quite some time about a zombiepocalypse (hold your groans) MMO. Survivors would be forced to band together and create makeshift homes/defenses to repel the zombies. Would never REALLY have an endgame so far as I've figured, but damned if it wouldn't be intimidating to spend your daylight hours stocking up your house so you can defend against the onslaught at night. And, if you lose your house? God help you!
almost like left 4 dead, but with less fun
 

Hiphophippo

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I'll add a +1 to the City of Heroes comment actually. I don't play anymore but it really is a solid game. Player made content and everything.

It's pretty good.
 

Scarecrow38

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World of Warcraft might fail in the role playing and story departments, but it's gameplay system is the most complicated and refined thing out there. You can't replace that. There is always something to do to make yourself better, and that's why people still play it.

If any other MMO is going to survive in the market, it needs to take a whole new direction... but I honestly have no idea what you could try.
 

JeanLuc761

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tofulove said:
JeanLuc761 said:
scaledriver said:
Does anybody else think the MMO genre is stale and it's true potential is not realized?
Absolutely. I've had this idea for quite some time about a zombiepocalypse (hold your groans) MMO. Survivors would be forced to band together and create makeshift homes/defenses to repel the zombies. Would never REALLY have an endgame so far as I've figured, but damned if it wouldn't be intimidating to spend your daylight hours stocking up your house so you can defend against the onslaught at night. And, if you lose your house? God help you!
almost like left 4 dead, but with less fun
That wasn't very nice ):
But in all seriousness, it would depend heavily on what kind of obstacles survivors would face in the daytime vs the nighttime. Also, I can't exactly say it's fair to compare Left 4 Dead to an MMO because L4D pits you against zombies constantly. An MMO would never work if you were under attack every second of playtime.