runtheplacered said:
Shanba said:
Which brings a few important points - first, there must be some form of permadeath.
I'm fairly positive this has been tried and was deemed a pretty big failure
In a conventional mmo, I'm fairly sure it would be - if lulzorc98 dies after grinding day in day out to reach level 70 you'll be furious, but no more - there'll be no real emotional connection, just a lot of hard work down the drain. But in order to make a game story driven, you absolutely have to have the fear of death. It's essential. The quest for immortality (leading to necromancy, quests for the fountain of youth etc.), the fear of a marauding army, the sense of achievement you get from winning a close fight - all stem from or are made more powerful by the fear of death. If your character has cheats death, all of a sudden he's more interesting. If you find the secret to immortality, you've struck gold - even if it does mean you need to kill another player character once every 10 hours of play or so.
I'm working from the base assumption here that an rpg, even an mmorpg, should be story driven. That's why I play RPGs. Good stories need some spice, something that makes them exciting. Death can give you that. Current MMO's are all stat driven. It's all min/maxing. THat's OK to an extent, but it gets dull quickly (well, to me, anyway. Different strokes for different folks - besides, just because my perfect mmo existed wouldn't need to mean everyone else's perfect mmo would disappear.) Oblicion never hooked me because the story very quickly became dull, apart from bits at the beginning and at the end.
Permadeath could be made to work, though, without having to mean the complete overturnign of all your hard work. For a start, if grinding was non-essential, then it doesn't hurt so much to lose the character. But some sort of system where you have successors, say, who can inherit your equipment or w/e would make it work still.
Dexter111 said:
Ok, first off. Everyone and their mother is complaining about the cost. Are you kidding? You get servers that are almost always on and fast that can handle thousands on the server, and hundreds in the immediate area. No PC could host a game and do this. For what you pay, you get massive amounts of time. 700~ hours a month for only 15$.
I agree with this, to a certain extent. Developing something like an MMO is a large investment. Companies looking to fund such a project are going to look for the most successful business model - if they see WoW making however much a month with a monthly cost, well, hell, they'll do the same. Besides which, an MMO, apart from servers, also requires a lot of manpower to maintain - constant developer teams, game mods, forum mods, artists, tech support... that's not to say they aren't overcharging, because chances are, most of them are (but if people will pay, supply/demand...)
People also want a game where they have an effect on the world. Ok, lets be realistic here. You can have an effect on the people, not on the world. When you have 5-6000 people on a server, if everyone had an effect, it'd be utter chaos.
No it wouldn?t? of course you can?t kill the emperor and rape his daughters? that?s not the kind of effect people are ?talking? about, but that doesn?t mean you aren?t supposed to do ANYTHING worthwhile, in most modern MMOs it doesn?t even matter if the world is empty or full with thousands of people because it looks EXACTLY THE SAME.
Take Ultima Online for example? everyone could build houses or guild-castles etc. around the world (which then actually would be there), you could put items down like tables or chairs or plants and actually use them? there were like fairs or special events or whatever that were made that way, you could practically change the gameworld by ?decorating?, sometimes in special cases they could even be locked by GMs so they don?t disappear after 15 minutes, you could put other items on the ground, draw stuff etc. It?s the most ?interaction? with a MMO-world available to date? and that?s kind of sad? it is entirely possible that people can ?change? the world and see the changes only themselves as I have stated above? it?s only the difference of a variable saved for a char if he sees a flaming inferno or a happy city at a certain location?
I absolutely 100% agree with the response here. Developers start with a neatly ordered game world and they fear it being changed. Take World of Warcraft. If they let faction leaders die permanently, that would be awful. Thrall dead to a bunch of yahoos with fancy swords? Some weirdo going around wreaking havoc wit Illidan's blades? Aside from the fact that it would be impossible to decide what was the official story across all servers, it would also make no sense from an in game perspective.
OTOH, a stingy emperor who refuses to hire any guards being assassinated in his sleep? That would make more sense, and be exciting in it's own right.