Funcom's Secret World is Anti-Grind

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Epictank of Wintown

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Jeronus said:
Nutcase said:
Jeronus said:
Grind is what separates the noobs from the pros.
No, that would be skill.
Grind only separates the no-lifers from the rest.

Imagine grinding an MMO for two years and some newb who just started a month ago hands you your ass. The social pecking order would be all out of whack. MMO players are split into two groups. Those who spend their lifes working to perfect their characters and those who occassionally pop in for fun. These groups can't mix because it would destroy any real sense of accomplishment the game has to offer.
If the two-year veteran lacks the skill to beat a newcomer, tough.
You have a point there, but has anyone ever devoted a good chunk of their life to any game and became even worse than when they started? This game advertises where all the playing time in the world won't put you ahead of the newbies. Hardcore MMO players won't flock to a game where new players stand on equal footing with the elite. There is no sense of accomplishment in a game where everyone is equal from beginning to end.
That's where I think you're wrong, though. They've said already that the game will still be "equipment heavy," meaning that veteran players will have the edge over newbies in that term alone which, a lot of the time, makes a big difference. However, it still gives newer players a chance to stand with the big dogs and give them a run for their money.

Advanced gear and weaponry can give one the advantage in a fight, but that doesn't necessarily mean the veteran player A will always win against the newer, less-experienced, less-equipped player B. That's the way a game -should- be. Putting lots of time in shouldn't be a guaranteed win.
 

StriderShinryu

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Jeronus said:
Nutcase said:
Jeronus said:
Grind is what separates the noobs from the pros.
No, that would be skill.
Grind only separates the no-lifers from the rest.

Imagine grinding an MMO for two years and some newb who just started a month ago hands you your ass. The social pecking order would be all out of whack. MMO players are split into two groups. Those who spend their lifes working to perfect their characters and those who occassionally pop in for fun. These groups can't mix because it would destroy any real sense of accomplishment the game has to offer.
If the two-year veteran lacks the skill to beat a newcomer, tough.
You have a point there, but has anyone ever devoted a good chunk of their life to any game and became even worse than when they started? This game advertises where all the playing time in the world won't put you ahead of the newbies. Hardcore MMO players won't flock to a game where new players stand on equal footing with the elite. There is no sense of accomplishment in a game where everyone is equal from beginning to end.
There's also the possibility that perhaps they aren't aiming for the typical hardcore MMO crowd. There are a lot of players out there who don't play MMOs for the reasons you're saying because they see them as negatives and not positives. In every MMO I've played, there's always been a pretty vocal group of the population who believes knowledge and skill should be rewarded more than the number of hours you can put into the game. It seems to me that TSW is catering itself more to this group and to those who play for the story/world/RP experience instead of the usual grind. Not that hours+grinding=reward is wrong (and I don't believe for a second TSW won't have any grind at all), but it may just not be what Funcom is aiming for.
 

DRADIS C0ntact

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I wouldn't get too excited about this game. At least not until a year or two after it's been released. This is Funcom we're talking about here. The company has not ever launched an MMO smoothly, and I won't hold my breath for this to be the first.
 

Jeronus

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Epictank of Wintown said:
Jeronus said:
Nutcase said:
Jeronus said:
Grind is what separates the noobs from the pros.
No, that would be skill.
Grind only separates the no-lifers from the rest.

Imagine grinding an MMO for two years and some newb who just started a month ago hands you your ass. The social pecking order would be all out of whack. MMO players are split into two groups. Those who spend their lifes working to perfect their characters and those who occassionally pop in for fun. These groups can't mix because it would destroy any real sense of accomplishment the game has to offer.
If the two-year veteran lacks the skill to beat a newcomer, tough.
You have a point there, but has anyone ever devoted a good chunk of their life to any game and became even worse than when they started? This game advertises where all the playing time in the world won't put you ahead of the newbies. Hardcore MMO players won't flock to a game where new players stand on equal footing with the elite. There is no sense of accomplishment in a game where everyone is equal from beginning to end.
That's where I think you're wrong, though. They've said already that the game will still be "equipment heavy," meaning that veteran players will have the edge over newbies in that term alone which, a lot of the time, makes a big difference. However, it still gives newer players a chance to stand with the big dogs and give them a run for their money.

Advanced gear and weaponry can give one the advantage in a fight, but that doesn't necessarily mean the veteran player A will always win against the newer, less-experienced, less-equipped player B. That's the way a game -should- be. Putting lots of time in shouldn't be a guaranteed win.
Ok, lets say Player B fights Player A and kicks his ass. What does Player B have to look forward to? The possibility that no matter how good his gear gets or how much experience he gains that someone supposedly lower can come up and hand him his ass on a silver platter. It destroys any sense of accomplishment the game might have to offer him later on because he can hand the big boys there ass now anyway. Why keep playing so he can become Player A and get pwned by all the other Player Bs?
 

MrTub

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this sounds like crap.. Now you will have to deal with noobs that dont understand a shit
 

Epictank of Wintown

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Jeronus said:
Epictank of Wintown said:
Jeronus said:
Nutcase said:
Jeronus said:
Grind is what separates the noobs from the pros.
No, that would be skill.
Grind only separates the no-lifers from the rest.

Imagine grinding an MMO for two years and some newb who just started a month ago hands you your ass. The social pecking order would be all out of whack. MMO players are split into two groups. Those who spend their lifes working to perfect their characters and those who occassionally pop in for fun. These groups can't mix because it would destroy any real sense of accomplishment the game has to offer.
If the two-year veteran lacks the skill to beat a newcomer, tough.
You have a point there, but has anyone ever devoted a good chunk of their life to any game and became even worse than when they started? This game advertises where all the playing time in the world won't put you ahead of the newbies. Hardcore MMO players won't flock to a game where new players stand on equal footing with the elite. There is no sense of accomplishment in a game where everyone is equal from beginning to end.
That's where I think you're wrong, though. They've said already that the game will still be "equipment heavy," meaning that veteran players will have the edge over newbies in that term alone which, a lot of the time, makes a big difference. However, it still gives newer players a chance to stand with the big dogs and give them a run for their money.

Advanced gear and weaponry can give one the advantage in a fight, but that doesn't necessarily mean the veteran player A will always win against the newer, less-experienced, less-equipped player B. That's the way a game -should- be. Putting lots of time in shouldn't be a guaranteed win.
Ok, lets say Player B fights Player A and kicks his ass. What does Player B have to look forward to? The possibility that no matter how good his gear gets or how much experience he gains that someone supposedly lower can come up and hand him his ass on a silver platter. It destroys any sense of accomplishment the game might have to offer him later on because he can hand the big boys there ass now anyway. Why keep playing so he can become Player A and get pwned by all the other Player Bs?
Does that stop high-ranking players in the Call of Duty series from playing all the way to Prestige 10? Eventually, you're going to run across someone who's just more skilled than you, even if they're not as experienced. Either it's their day, or it's not your day, or whatever. And, yet, people in Call of Duty 4 and Modern Warfare 2 keep playing for some reason.

High level players shouldn't be "elite" just because they're high level players.
 

Jeronus

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StriderShinryu said:
Jeronus said:
Nutcase said:
Jeronus said:
Grind is what separates the noobs from the pros.
No, that would be skill.
Grind only separates the no-lifers from the rest.

Imagine grinding an MMO for two years and some newb who just started a month ago hands you your ass. The social pecking order would be all out of whack. MMO players are split into two groups. Those who spend their lifes working to perfect their characters and those who occassionally pop in for fun. These groups can't mix because it would destroy any real sense of accomplishment the game has to offer.
If the two-year veteran lacks the skill to beat a newcomer, tough.
You have a point there, but has anyone ever devoted a good chunk of their life to any game and became even worse than when they started? This game advertises where all the playing time in the world won't put you ahead of the newbies. Hardcore MMO players won't flock to a game where new players stand on equal footing with the elite. There is no sense of accomplishment in a game where everyone is equal from beginning to end.
There's also the possibility that perhaps they aren't aiming for the typical hardcore MMO crowd. There are a lot of players out there who don't play MMOs for the reasons you're saying because they see them as negatives and not positives. In every MMO I've played, there's always been a pretty vocal group of the population who believes knowledge and skill should be rewarded more than the number of hours you can put into the game. It seems to me that TSW is catering itself more to this group and to those who play for the story/world/RP experience instead of the usual grind. Not that hours+grinding=reward is wrong (and I don't believe for a second TSW won't have any grind at all), but it may just not be what Funcom is aiming for.
A lot of the arguments you are making rely heavily on the word "skill". How do you define skill in an MMO? Is it something you have to constantly work at? Or is it something that becomes apparent in the first few hours of playing? The answers are grind = skill, yes, and no. Fighting games are a prime example of "grind = skill". Games like Virtua Fighter and Tekken require hours of playing(or grind) before one can honestly call himself a skilled player. MMOs are the same way. One who grinds learns the innermost secrets of the game and stand above all with the title of a skilled player. You can't jump into a game and honestly become a skilled player in the very beginning. You have to work at it or the game loses any sense of accomplishment you might get from it later on.
 

lwm3398

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Wait, but... He said it would have no grind, and that you get the good stuff from the beginning. Wouldn't that be boring? The point of those games is to make you feel like you're accomplishing something. I'm not saying you shouldn't get fun stuff from the beginning, but there has to be room for improvement either from doing quests or killing monsters. Maybe fewer monsters or fewer quests, but it still has to be done. So there's still grinding, but it's less than grinding a lump of lead and more grinding a mushy carrot.
 

Jeronus

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Epictank of Wintown said:
Jeronus said:
Epictank of Wintown said:
Jeronus said:
Nutcase said:
Jeronus said:
Grind is what separates the noobs from the pros.
No, that would be skill.
Grind only separates the no-lifers from the rest.

Imagine grinding an MMO for two years and some newb who just started a month ago hands you your ass. The social pecking order would be all out of whack. MMO players are split into two groups. Those who spend their lifes working to perfect their characters and those who occassionally pop in for fun. These groups can't mix because it would destroy any real sense of accomplishment the game has to offer.
If the two-year veteran lacks the skill to beat a newcomer, tough.
You have a point there, but has anyone ever devoted a good chunk of their life to any game and became even worse than when they started? This game advertises where all the playing time in the world won't put you ahead of the newbies. Hardcore MMO players won't flock to a game where new players stand on equal footing with the elite. There is no sense of accomplishment in a game where everyone is equal from beginning to end.
That's where I think you're wrong, though. They've said already that the game will still be "equipment heavy," meaning that veteran players will have the edge over newbies in that term alone which, a lot of the time, makes a big difference. However, it still gives newer players a chance to stand with the big dogs and give them a run for their money.

Advanced gear and weaponry can give one the advantage in a fight, but that doesn't necessarily mean the veteran player A will always win against the newer, less-experienced, less-equipped player B. That's the way a game -should- be. Putting lots of time in shouldn't be a guaranteed win.
Ok, lets say Player B fights Player A and kicks his ass. What does Player B have to look forward to? The possibility that no matter how good his gear gets or how much experience he gains that someone supposedly lower can come up and hand him his ass on a silver platter. It destroys any sense of accomplishment the game might have to offer him later on because he can hand the big boys there ass now anyway. Why keep playing so he can become Player A and get pwned by all the other Player Bs?
Does that stop high-ranking players in the Call of Duty series from playing all the way to Prestige 10? Eventually, you're going to run across someone who's just more skilled than you, even if they're not as experienced. Either it's their day, or it's not your day, or whatever. And, yet, people in Call of Duty 4 and Modern Warfare 2 keep playing for some reason.

High level players shouldn't be "elite" just because they're high level players.
I'm not a big shooter fan so you lost me with the CoD references so I'll just tackle that last statement because it is the only part I kind of understand.

You said, "High level players shouldn't be "elite" just because they're high level players." Let me ask you this. Do you become skilled and experienced when you turn on the game and start playing? No, you might have some natural ability but to become truly "elite" you must work at it. Secret World is telling gamers that no matter how much time you put into the game someone who plays less than you can challenge you and still sit on equal ground. It is like giving out participant trophies to everyone instead of actual place trophies.
 

Shamanic Rhythm

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Jeronus said:
I'm not a big shooter fan so you lost me with the CoD references so I'll just tackle that last statement because it is the only part I kind of understand.

You said, "High level players shouldn't be "elite" just because they're high level players." Let me ask you this. Do you become skilled and experienced when you turn on the game and start playing? No, you might have some natural ability but to become truly "elite" you must work at it. Secret World is telling gamers that no matter how much time you put into the game someone who plays less than you can challenge you and still sit on equal ground. It is like giving out participant trophies to everyone instead of actual place trophies.
If that's the guiding principle, why do people bother to fight in MMO's at all? It would be far simpler if both players just ran their gear through an algorithm that calculated the winner. If they tie, then it gives it to the player with the highest playtime.
 

oppp7

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I've seen this movie before. Spoiler Alert: The butler is the murderer and all MMOs have grind.
Even if they do get rid of the grind, there's still the problem of subscription fees.
 

Therumancer

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Nov 28, 2007
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Caliostro said:
Therumancer said:
The "no grinding bit" sounds interesting until you consider that it's not nessicarly even a good idea. Grinding exists like it currently does because to be honest it works. Casual MMORPGs have been attempted before, but typically fail due to a general lack of long term goals and accomplishments, as well as chasing away the hardcore crowd. A lot of those browser and free to play MMORPGS were specifically developed to try and draw in a casual crowd.

Not to mention the fact that grinding is needed to prevent people from going through content too fast, and/or encouraging people to replay what is there. They can only produce so many zones and so much content. If they want people to keep playing they have to keep people occupied with what is there until they can produce more content.
This is not at all true, and the fact that so many developers subscribe to that theory is most of the reason I avoid MMOs like the plague.

Games like Counter Strike, Jedi Academy and such have no grinding and the former is still a landmark in online gaming, while the second manages to stay "barely alive" 7 years after release with 0 support from the developers. These are just examples, but the bottom line is, if the GAMEPLAY is good enough people will play the game... to play the game. Because the game is fun. Which, to my mind, is what a game should be.

Games that introduce grinding usually do so because they're NOT fun to play. They're boring and repetitive, and need to artificially inflate gameplay so people stick around for a shallow ego stroke everytime the "level up" message shows up.
What your talking about are online competitive shooters, not really MMOs as there is no real persistant world other than perhaps leaderboards. Competitive "twitch" games like that present immediate gratification to players, which is why they continue to be made. In such games it's about having a cool firefight in the short term, and that is typically the point, rather than working towards something in a persistant enviroment where there are always hundreds of people active at any given time. What's more part of the point of an MMORPG is specifically to remove the equasion of individual skill (other than perhaps mental abillities and disapline) and focus on the development of character abillities. Detaching the player from his avatar in a way FPS games do not.

What's more most FPS games, including things like "Counterstrike" and "Team Fortress" *DO* involve grind, and a massive amount of it. After all your basically killing the same basic things using the same basic weapons, on the same basic maps, again and again and again. Any long term goals ARE a grind to get a certain kill/death ratio or move up on leaderboards. Ironically for all the criticisms, most MMORPGs already have this kind of thing in them. WoW for examples has a ranked PVP system where people can login to the same maps to beat the crud out of each other and play capture the flag a nearly infinite number of times. They even have low-level divisions which are about skill given the way gear is capped (basically you have to build and play an effective character using what tools are availible at that level... basically twink wars, which is a HUGE deal to some people, especially since unlike endgame PVP there is no real chance of new lewt from the latest dungeon changing the landscape, or forcing everyone to play catchup to remain competitive). Basically the FPS-arena type thing is more of a FEATURE of an MMO, rather than the focus.

That said, MMORPGs were never really intended for the "immediate gratification" crowd, which is why they are based on a subscription model (so far) under the assumption of long-term play. No type of game is for everyone. For the shooter crowd, there are literally dozens of short term "gratification" games, some of which can be incredibly involved with long term goals like earning rank to unlock weapons and such.


When it comes towards working towards long-term goals, a game where everyone is always on the same level and twitch reflexs are the determining factor is counter productive to that since the only real "goals" that can exist by definition have to be cosmetic, or based on relative ranking. This is why even most shooter-RPG hybrids have gear systems, and at least some degree of experience point based customization. In say Borderlands some newbie fresh off the bus with his starter gun is not going to beat an established character with top end gear... period (if nothing else the shields will regen too fast to do any real damage, and something like a turret, phase explosion, or bloodwing will resolve the fight even if the established guy is so reflex deficient in comparison that he can't line up his gun).

I suspect one of the big problems with shooter fans and MMO fans is generally that shooter fans don't like being looked down upon, and to some extent like the idea of a persistant world to hang out in, a nearly endless PVP map so to speak. Shooter fans also want to be able to login here and there and get something done (even if it's gaining or losing a few ranking points), as opposed to needing to make a long-term committment equal to at least a part time job. Then of course there is always the issue of the casual player who logs into a game and is grinding cows or whatever, seeing people talking about killing gods, and strutting around with their glowing uber-weapons which anyone dedicated enough to the game (even casually) to notice is going to wish. It can be demoralizing when you learn that the guy who has a weapon like that put like three years moving through the game level by level to get to that point. It hurts even more when you realize that what your doing is irrelevent since your basically power grinding in an effort to play "catch up" to relevent content. It's annoying when all of the lore seems irrelevent, as the storylines are what made a lot of the early game enjoyable.


At any rate, for all of this long rambling, my basic attitude is that if your a DEDCICATED shooter/immediate gratification fan, back away from MMORPGs entirely. They generally aren't for you. Don't expect the world to adapt to you, anymore than I (as an RPG fan) demand that they add phased pseudo-turn based combat to Counterstrike, or Bioshock 2 (which I do play). There are plenty of deep FPS games out there, some of which even have social lobbies and such apparently. Team Fortress 2, and Left 4 Dead, can be fairly deep given the game style, and TF2 in paticular has been accused a couple of times of simply becoming TOO involved for many of the fans due to all the changes and additions.
 

Therumancer

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Nov 28, 2007
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tcurt said:
Therumancer said:
Honestly if I was Funcom, I'd work with their Anarchy Online liscence [sic], and develop an EVE/Earth and Beyond like space RPG engine. Then blend the two together, into a great independant science fiction property with both ground based and space based gameplay. Much like what Star Trek tried to do. Honestly I think Anarchy Online has been due for a direct sequel for a while now, for all it's great ideals it's just horribly dated.
There's been a promised graphical update for a couple years to AO, and video demos to show it off, but players are still waiting, waiting. Then again, they have been very kind to Froobs.
Well, I have mixed opinions. I played for a bit as a Froob after hearing how the game improved, and even decided to donate some money via points and a paid account for a couple of months. What wound up chasing me off was simply that the game is dated in ways that go well beyond the graphics and such.

The last straw for me was in trying to zone 15-20 times at the divides and being told that the server wouldn't let mem with the rubberbanding. It seems to be a design issue from people I was talking to, and something you have to get used to in order to appreciate the game. I simply found it too annoying in the end.

That and while the atmosphere was interesting, I did notice a general lack of quests. I know they were there, but there were far less of them than other MMORPGS. It reminded me a bit of the whole quest set up from say the original Everquest (which I suppose isn't surprising given the relative age of the game).

They have been promising a graphical overhaul, but in the end I don't think making things prettier will fix some of the horrendous flaws, some of which have persisted since it's launch (which I was there for, which is why I "returned"). Massive AO fans of course love the game despite it's flaws, but to draw in a healthy, new player base in the needed numbers I'd think the game would need a total relaunch. A lot of aspects of the central engine could stay (for character development and such), but I think they need to really go into the base code for zones and everything else and re-do it from scratch.
 

baseracer

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Therumancer said:
Caliostro said:
Therumancer said:
The "no grinding bit" sounds interesting until you consider that it's not nessicarly even a good idea. Grinding exists like it currently does because to be honest it works. Casual MMORPGs have been attempted before, but typically fail due to a general lack of long term goals and accomplishments, as well as chasing away the hardcore crowd. A lot of those browser and free to play MMORPGS were specifically developed to try and draw in a casual crowd.

Not to mention the fact that grinding is needed to prevent people from going through content too fast, and/or encouraging people to replay what is there. They can only produce so many zones and so much content. If they want people to keep playing they have to keep people occupied with what is there until they can produce more content.
This is not at all true, and the fact that so many developers subscribe to that theory is most of the reason I avoid MMOs like the plague.

Games like Counter Strike, Jedi Academy and such have no grinding and the former is still a landmark in online gaming, while the second manages to stay "barely alive" 7 years after release with 0 support from the developers. These are just examples, but the bottom line is, if the GAMEPLAY is good enough people will play the game... to play the game. Because the game is fun. Which, to my mind, is what a game should be.

Games that introduce grinding usually do so because they're NOT fun to play. They're boring and repetitive, and need to artificially inflate gameplay so people stick around for a shallow ego stroke everytime the "level up" message shows up.
What your talking about are online competitive shooters, not really MMOs as there is no real persistant world other than perhaps leaderboards. Competitive "twitch" games like that present immediate gratification to players, which is why they continue to be made. In such games it's about having a cool firefight in the short term, and that is typically the point, rather than working towards something in a persistant enviroment where there are always hundreds of people active at any given time. What's more part of the point of an MMORPG is specifically to remove the equasion of individual skill (other than perhaps mental abillities and disapline) and focus on the development of character abillities. Detaching the player from his avatar in a way FPS games do not.

What's more most FPS games, including things like "Counterstrike" and "Team Fortress" *DO* involve grind, and a massive amount of it. After all your basically killing the same basic things using the same basic weapons, on the same basic maps, again and again and again. Any long term goals ARE a grind to get a certain kill/death ratio or move up on leaderboards. Ironically for all the criticisms, most MMORPGs already have this kind of thing in them. WoW for examples has a ranked PVP system where people can login to the same maps to beat the crud out of each other and play capture the flag a nearly infinite number of times. They even have low-level divisions which are about skill given the way gear is capped (basically you have to build and play an effective character using what tools are availible at that level... basically twink wars, which is a HUGE deal to some people, especially since unlike endgame PVP there is no real chance of new lewt from the latest dungeon changing the landscape, or forcing everyone to play catchup to remain competitive). Basically the FPS-arena type thing is more of a FEATURE of an MMO, rather than the focus.

That said, MMORPGs were never really intended for the "immediate gratification" crowd, which is why they are based on a subscription model (so far) under the assumption of long-term play. No type of game is for everyone. For the shooter crowd, there are literally dozens of short term "gratification" games, some of which can be incredibly involved with long term goals like earning rank to unlock weapons and such.


When it comes towards working towards long-term goals, a game where everyone is always on the same level and twitch reflexs are the determining factor is counter productive to that since the only real "goals" that can exist by definition have to be cosmetic, or based on relative ranking. This is why even most shooter-RPG hybrids have gear systems, and at least some degree of experience point based customization. In say Borderlands some newbie fresh off the bus with his starter gun is not going to beat an established character with top end gear... period (if nothing else the shields will regen too fast to do any real damage, and something like a turret, phase explosion, or bloodwing will resolve the fight even if the established guy is so reflex deficient in comparison that he can't line up his gun).

I suspect one of the big problems with shooter fans and MMO fans is generally that shooter fans don't like being looked down upon, and to some extent like the idea of a persistant world to hang out in, a nearly endless PVP map so to speak. Shooter fans also want to be able to login here and there and get something done (even if it's gaining or losing a few ranking points), as opposed to needing to make a long-term committment equal to at least a part time job. Then of course there is always the issue of the casual player who logs into a game and is grinding cows or whatever, seeing people talking about killing gods, and strutting around with their glowing uber-weapons which anyone dedicated enough to the game (even casually) to notice is going to wish. It can be demoralizing when you learn that the guy who has a weapon like that put like three years moving through the game level by level to get to that point. It hurts even more when you realize that what your doing is irrelevent since your basically power grinding in an effort to play "catch up" to relevent content. It's annoying when all of the lore seems irrelevent, as the storylines are what made a lot of the early game enjoyable.


At any rate, for all of this long rambling, my basic attitude is that if your a DEDCICATED shooter/immediate gratification fan, back away from MMORPGs entirely. They generally aren't for you. Don't expect the world to adapt to you, anymore than I (as an RPG fan) demand that they add phased pseudo-turn based combat to Counterstrike, or Bioshock 2 (which I do play). There are plenty of deep FPS games out there, some of which even have social lobbies and such apparently. Team Fortress 2, and Left 4 Dead, can be fairly deep given the game style, and TF2 in paticular has been accused a couple of times of simply becoming TOO involved for many of the fans due to all the changes and additions.
Counter Strike is all about skill, and practice makes perfect. Same with pretty much any other skill out there. With MMORPG however, you start at level one and it could weeks or maybe even years to get your character powerful enough to take on any monster in the game, or be able to mine that ore that earns you a lot of money. I grinded in MMORPG once, and that was when I played Runescape. It sucked.
 

Therumancer

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Nov 28, 2007
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Nutcase said:
Jeronus said:
Grind is what separates the noobs from the pros.
No, that would be skill.
Grind only separates the no-lifers from the rest.

Imagine grinding an MMO for two years and some newb who just started a month ago hands you your ass. The social pecking order would be all out of whack. MMO players are split into two groups. Those who spend their lifes working to perfect their characters and those who occassionally pop in for fun. These groups can't mix because it would destroy any real sense of accomplishment the game has to offer.
If the two-year veteran lacks the skill to beat a newcomer, tough.
But see, that's the differance between an RPG and an action game right there. In an RPG it's about gathering resources, raising skills, and engaging in what is more of a mental excercise. A guy just joining a game is like a peasant, a guy who has played several years is like an epic hero of legend who has probably farmed the god the new guy worships for loot. :p

If you remove all the work from the equasion and put things on a skill equasion, your basically going to see "twitch mastas" come running into the game, busting caps into the head of Cthulhu (or the game equivilent) and then moving on. There is only so much content, and basically if you can blaze through it without having to work, or repete anything, then you have problems... namely in terms of subscription fees and keeping those people playing. Not to mention of course the fact the danger of alienating people who don't have very good reflexes and/or have no desire to compete at that level.

Simply put "Fallen Earth" (which despite earlier claims I'm goofing off with) is a game that has attempted to compromise with mixed results. It involves real time combat and "free aiming" combined with a long grind/harvest equasion needed to produce your own gear (very little drops off monsters), and an endgame so far based around the idea of semi-pointless "Dark Age Of Camelot" PVP conquest objectives from what I've seen (semi-pointless because while they give an advantage, it's impossible to fully shut anyone out, or accomplish anything truely meaningful. I think of DAoC and it's buffs based on holding specific relics, though this so far doesn't even appear that refined). In this game though some dude who had been playing for 2 years (even if the game has only been out a couple of months) and wound up in PVP with a new player would simply laugh at him as the pathetic bullets from his zip gun bounced off his solar powered titanium body tank (or whatever the heck you'd wind up with) irregardless of how well he aimed, and then simply turn around and decimate him with grenades or some kind of wide angle plasma flamer with a minimum damage 10x the newbies max hit points (even if he otherwise couldn't match the newbs reflexs).

I have mixed opinions about FE, among other things I understand the whole "free aim" angle but right now they seem to have made it so that aiming ranged weapons is actually a disadvantage compared to melee which is almost impossible to miss with. One of those games where I'd say it needs a target lock, if that wouldn't in it's own way remove the entire vibe it was going for.

Just started, but I'll probably give it a month or two to see what happens, especially seeing as Old Republic keeps getting pushed up, and up, and up. :(
 

malestrithe

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I am used to level grinding, so this a lack of it is not a huge selling point for me. I've gotten level 99 on games where you do not really need to be that high to beat and I was doing that before there was the inclusion of some uber monster more powerful than the final boss.

That being said, if it is free, I'll try it out.
If it is a monthly fee, probably not.
If it is a pay as you go, I'll consider it after the free trial.
If it is one cost up front, I'll wait until it goes down in price.
If I have to pay for the software, then the upgrades, then a monthly service fee, not even if it were the 2nd coming of Jesus.

That is the real reason why I have not played WoW. I am not going to pay 80 dollars for everything upfront and a monthly service fee on top of that.
 

Therumancer

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Counter Strike is all about skill, and practice makes perfect. Same with pretty much any other skill out there. With MMORPG however, you start at level one and it could weeks or maybe even years to get your character powerful enough to take on any monster in the game, or be able to mine that ore that earns you a lot of money. I grinded in MMORPG once, and that was when I played Runescape. It sucked.[/quote]


Counter Strike is an action game and is abount immediat gratification, MMORPGs are not. MMORPGs are apparently just not your cup of tea is all. That is why they make differant kinds of games, to cater to people with differant tastes.

Having not played Runescape I can't criticise that one, however it sounds like par for the course. The entire POINT is slowly developing your character to be able to do cool things in baby steps over a period of months and years. Some people enjoy that kind of development, others do not.

Understand also that MMORPGs are based on a long-term philsophy which is why they have a subscription base behind them. If you started out your typical MMORPG capable of fighting all the cool monsters, and mining all the cool ore to become rich, and everything else, you'd maxx it out really quickly and be done with it, and that's not what it's about.

The point is seeing your wimpy newbie character gradually developing in his chosen profession, and moving up from being able to fight pathetic monsters, to more powerful ones, and then perhaps even to content with the very gods of evil threatening the world. Part of the fun of something like WoW is that when you kill Yog Saron or another boss with a massive petigree (Yog is a cthulhu-like entity... the lord of nightmares) after weeks of learning that fight, you look back at all the stuff you did to get to that point, and how your character was once chasing rats out of a local grain storehouse or whatever and go "wow". The scope of it can be truely impressive. That kind of thing is what it's all about.

For crafters, being able to weave massively powerful epic robes, or forge a magical weapon of incredible power, or whatever is put into perspective when you consider that the same character was sitting there at level 1 going "what do I do with these scraps of linen" or "wow, I wish I could mine iron instead of copper and tin". Working with materials like "hidden" minerals of "Dark Iron" and "Elementium" (in the olllld school WoW) is a payoff for a lot of work.

Some people don't get satisfaction from this, and want immediate gratification right now, and to be able to move from humble beginnings to curb stomping demon lords in a few hours. That's fine, that is why they make other kinds of games.

In your case you have no reason to criticize MMORPGs, after all you have Counter-Strike and tons of other games in a similar vein, with more and more of them being produced every year. Heck, they just released "MAG" for the PS-3 for those who feel existing FPS matches were too small. :p
 

Jeronus

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Shamanic Rhythm said:
Jeronus said:
I'm not a big shooter fan so you lost me with the CoD references so I'll just tackle that last statement because it is the only part I kind of understand.

You said, "High level players shouldn't be "elite" just because they're high level players." Let me ask you this. Do you become skilled and experienced when you turn on the game and start playing? No, you might have some natural ability but to become truly "elite" you must work at it. Secret World is telling gamers that no matter how much time you put into the game someone who plays less than you can challenge you and still sit on equal ground. It is like giving out participant trophies to everyone instead of actual place trophies.
If that's the guiding principle, why do people bother to fight in MMO's at all? It would be far simpler if both players just ran their gear through an algorithm that calculated the winner. If they tie, then it gives it to the player with the highest playtime.
I am not saying the guy with the most hours should win every time. I am saying that people should fight within their level range. MMO's have level so you know who to challenge and who to avoid. A level 1 player should not be able challenge a level 10 and still hope to win. It defeats the purpose of leveling up in the first place.
 

veloper

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They didn't actually mention how they're going to do it.

Grind is repetition. An anti-grind MMO would either have to be very short or have an awful lot of content. Seems either way the fees wouldn't cover the investment.

Still I can't help wondering how it might work.

Episodic content? you don't play long hours, but players just come back regularly for the new stuff?
Procedural content?
User maps?

Actually, episodic content could work maybe, if the story was interesting enough to keep players hooked. It works in TV land. I think I'll follow this development and see what the devs eventually come up with.
 

StriderShinryu

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Jeronus said:
StriderShinryu said:
Jeronus said:
Nutcase said:
Jeronus said:
Grind is what separates the noobs from the pros.
No, that would be skill.
Grind only separates the no-lifers from the rest.

Imagine grinding an MMO for two years and some newb who just started a month ago hands you your ass. The social pecking order would be all out of whack. MMO players are split into two groups. Those who spend their lifes working to perfect their characters and those who occassionally pop in for fun. These groups can't mix because it would destroy any real sense of accomplishment the game has to offer.
If the two-year veteran lacks the skill to beat a newcomer, tough.
You have a point there, but has anyone ever devoted a good chunk of their life to any game and became even worse than when they started? This game advertises where all the playing time in the world won't put you ahead of the newbies. Hardcore MMO players won't flock to a game where new players stand on equal footing with the elite. There is no sense of accomplishment in a game where everyone is equal from beginning to end.
There's also the possibility that perhaps they aren't aiming for the typical hardcore MMO crowd. There are a lot of players out there who don't play MMOs for the reasons you're saying because they see them as negatives and not positives. In every MMO I've played, there's always been a pretty vocal group of the population who believes knowledge and skill should be rewarded more than the number of hours you can put into the game. It seems to me that TSW is catering itself more to this group and to those who play for the story/world/RP experience instead of the usual grind. Not that hours+grinding=reward is wrong (and I don't believe for a second TSW won't have any grind at all), but it may just not be what Funcom is aiming for.
A lot of the arguments you are making rely heavily on the word "skill". How do you define skill in an MMO? Is it something you have to constantly work at? Or is it something that becomes apparent in the first few hours of playing? The answers are grind = skill, yes, and no. Fighting games are a prime example of "grind = skill". Games like Virtua Fighter and Tekken require hours of playing(or grind) before one can honestly call himself a skilled player. MMOs are the same way. One who grinds learns the innermost secrets of the game and stand above all with the title of a skilled player. You can't jump into a game and honestly become a skilled player in the very beginning. You have to work at it or the game loses any sense of accomplishment you might get from it later on.
In that respect, I certainly agree. If your definition of grind is simply time spent playing, then generally yes, grind does equal skill (though there are some players who never learn regardless of how long they play, but that's another thing entirely hehe). This sort of grind is unavoidable and, beyond gear collection, will certainly be what separates the veterans from the fresh blood.

When I speak of grind, however, I speak of simply doing repetitive tasks to get "stuff." I'll use my current MMO, LOTRO, as an example. To be able to participate in the end game raid you need to collect gear with Radiance on it, and the only way to get this Rad gear is to repeatedly do "on ramp" dungeons/instances until you've collected enough trinkets to trade for all of the Rad gear you need. This is a grind in my sense of the word. Repeatedly doing these "om ramps" doesn't really take skill after the first couple of times and you don't really get any better at the game in general by doing them repeatedly. Therefore, I see this grind as nearly totally separate from any sort of skill... it's pure time sink and grind for grind's sake. From what I have heard of TSW, this is the sort of grind that the devs are trying to completely avoid.