Singleplayer diehards: What would it take to get you to play an MMO?

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RhombusHatesYou

Surreal Estate Agent
Mar 21, 2010
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Between There and There.
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The Wide, Brown One.
As well as the previously mentioned obscenely large cash gratuity...


The publisher must get every other player to wear an electric shock collar that I, and only I, control... However, in the interests of fairness, the start up to the controller would have a breathalyser built in so I couldn't use it after destroying a bottle of whisky.
 
Sep 14, 2009
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blalien said:
Mandatory age verification and the requirement that all players be out of high school. Also, a basic literacy and personality test.

Seriously, other people are what keep me away from multiplayer games.
uhm your realize probably half of the gaming community is in high school or younger...?

and thats pretty ignorant of you, to judge people like that, and seriously, thats the whole point of "multiplayer" is it involves other people, the "multi" part, and if you are that annoyed by other people then why are you on a forum??
 

Plurralbles

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Jan 12, 2010
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Yep. For most people I think it's an Elder Scrolls game. I mean, that's one of the biggest single player worlds out there.

Oh, and my wallet holds me offof them as well.
 

blalien

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gmaverick019 said:
blalien said:
Mandatory age verification and the requirement that all players be out of high school. Also, a basic literacy and personality test.

Seriously, other people are what keep me away from multiplayer games.
uhm your realize probably half of the gaming community is in high school or younger...?

and thats pretty ignorant of you, to judge people like that, and seriously, thats the whole point of "multiplayer" is it involves other people, the "multi" part, and if you are that annoyed by other people then why are you on a forum??
My point exactly.
 

ZeLunarian

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Mar 1, 2010
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Virgins... at least two. One to use, and one to keep in mint condition for collectors reasons.


But in all actuality, give it to me free to play and I'll gladly play ^^
(gimme the money for it and I'll just get new shoes... cuz i need new shoes D:
 

ZZoMBiE13

Ate My Neighbors
Oct 10, 2007
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No matter what they do, it's unlikely that I'll ever really get into any MMO game. With the one exception of RTS games, I'm a console gamer and always have been. And MMOs don't lend themselves to that setup so well. Yes, I know there have been console MMOs. But none of them really clicked with me.

Guild Wars was the only MMO I ever played for more than a month. But that was more a result of a lul in the release schedule of other games I actually wanted to play, so I stuck with it until a certain game I was waiting for finally dropped.

The guys making The Old Republic are saying all the right things though. So maybe that will be the one to finally make me want to commit. Or maybe I'll quickly grow bored of it like all the others I have tried.
 

WinterOrbit

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Aug 5, 2009
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It would need a really engaging narrative, or collection of narratives. I set my minimum as the original Dot Hack quadrilogy. Even in offline games, I usually can't be bothered to play if the characters and/or story don't have a considerable draw to them.

I don't imagine narrative would be that hard to do in an MMO either; just have different missions that act as "short stories" within the same universe and others that serve as the main plot-centric missions. I'm thinking "Ghost in the Shell: Stand Alone Complex" and its combination of independent and interconnected episodes.
 
Apr 28, 2008
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Shepard said:
Calatar said:
Shepard said:
A Star Wars MMO made by BioWare. Like The Old Republic.
This may just be enough.
It's enough for me. I thought I would never play an MMO then BioWare announced The Old Republic and said stuff like, "It's fully voiced.", "It's story heavy.", "You can play the entire game single player." They convinced me.
This.

Bioware hasn't released a bad game yet, and they know how to make a good Star Wars game. Pretty much everything adds up to awesome.
 

Fusionxl

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Oct 25, 2009
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EnzoHonda said:
I have slowly lost interest in MMORPGs playing each less. Why? Well, I think it has to do with what made UO awesome: consequences. That game was freaking hardcore in its original form. Anyone could attack you, kill you, and take everything from your corpse if they were strong enough or in a group. When I first got the game I attacked a good person, thus becoming evil. Then anyone could attack me without fear of karmic retribution. I couldn't even enter a town without the NPC guards attacking me. You faced harsh penalties and you had to live with the consequences.

That's what's missing from MMOs these days: the consequences. I had to start a new character in UO because I wrecked my first. It was harsh, unforgiving, and so damn rewarding. You actually felt like you survived things. I sweated while playing that game.

For all intents and purposes modern MMOs (and even online shooters, etc) are just chat rooms. Most people playing WoW would probably be just as happy playing Oblivion or Fallout 3 in a chat room with other people playing the same game. There's no real penalty to death, it's just a little inconvenient having to find your corpse. Without the penalty and the urge to survive they might as well just have a "save/load" button.
I have a feeling you are not familiar with EVE Online :)

It's jokingly called Everyone Vs Everyone because the entire game is about interaction and conflicts between the players. Every time you get yourself killed you lose your ship and everything that was equipped on it, PvP is allowed everywhere and although there is CONCORD ( police / guards ) in high security space you are very likely to get your ship blown up before the police finish eating donuts because you were carrying too expensive modules ( gear ) in your cargohold and the chance of looting those modules was worth ganking you.

In nullsec ( no police ) space people play an entirely different game, there it's all about building an empire, making allies and shooting people in the face. 500 vs 500 battles are not uncommon and conflicts can last years. You have to be careful with who you side with because if you don't win you might lose the solar systems you own, the stations you built and the time and money invested into your home. Alliances are constantly working on maintaining calm relationships with their allies because if tensions get too high people will switch sides or even backstab. Vast empires have collapsed from the inside because of espionage and heated relations.

But you probably don't want to listen to my yabbering, you can check out these links:

- http://news.bbc.co.uk/2/hi/technology/7905924.stm
- http://news.bbc.co.uk/2/hi/technology/7256069.stm
- http://news.bbc.co.uk/2/hi/technology/7785647.stm
 

BGH122

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Jun 11, 2008
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Panken said:
4)They are glorified Skinner Boxes(look it up), except instead of getting food, you get armor or some other shit.
-Which is kind of scary when you think of it. The developers programmed the game to make it addicting and to keep you playing and paying.
Please don't be insulted by the following, for it is my intention to debate rather than attack.

I don't know if you've studied psychology, but it seems to me that to call MMOs operant conditioning chambers (Skinner boxes (herein acronymed OCC)) is just facetiously reductionist. You're not the first to make that comparison, indeed, Wikipedia cites a book which makes such a comparison, but this not only misunderstands the purpose and nature of OCCs, but also ignores the function of drives and fails as a derogation. OCCs test operant conditioning in animals, namely, the associative function in which an animal comes to associate a particular simple mechanism with an unrelated phenomenon e.g. a rat presses a button and an electric shock occurs, this positive punishment (AKA nocuous stimulus i.e. the presence of something unpleasant) becomes associated with the button pressing and the rat no longer presses the button. This applies to humans too; if your mother grounds you for spitting at her then the act of spitting at your mother will become associated with the negative punishment (i.e. the absence of something pleasant) and you will be less likely to spit at her in future as a result.

However, to reduce MMOs to the level of an OCC is a gross oversimplification of MMOs. The analogy to the OCC, as far as I understand it, works thus: positive reinforcer (armour piece, for instance) is achieved through playing the game and this reinforces the behaviour 'playing the game'. However, this reduces 'playing the game' to a single behaviour which is reinforced by something inextricably dependent upon the game itself (the armour piece cannot exist without the game and has no relevance outside it). This would be like reducing 'doing your job' to a single behaviour, whereas in fact there are many little behaviours that add up to that larger behaviour; you probably do many things at your job, each of which you had to learn individually e.g. you may have learnt to type quickly because it was positively reinforced and you may have learnt to be polite because it was negatively reinforced, yet both these behaviours are merged into one single behaviour under the heading 'doing your job'. Similarly, in the MMO, I may have learnt to heal my team correctly because it was negatively reinforced (thrown off the team when I did it badly) and I may have learnt to use route A to get to city B because it was positively reinforced (it was quicker), however, by merging these behaviours into a single 'playing the game' my argument becomes circular:

If we presume that the 'armour piece' is the positive reinforcer (i.e. the thing which makes me want to play the game) and ignore drives then my argument for playing the game on the first go around is: The armour piece reinforces my desire to play the game, my desire to play the game is necessary for the armour piece to be a reinforcer. This is both because 'play the game' has been needlessly reduced in order to become a single behaviour (necessary for the OCC analogy) and the lack of inherent drive satisfaction in the 'armour piece' has been ignored (necessary for the OCC analogy). Saying 'doing your job' is reinforced by 'money' bears no such problem, since money is vestigial for food, which is inherently satisfying, but this is still reductionist.

If I do not merge these separate behaviours into one single behaviour ('playing the game') my argument is no longer circular, for instance, if I say that "I heal my team correctly and my team succeeds which earns me an armour piece, the armour piece positively reinforces my healing of the team" this no longer requires a circular causality, namely, I do not heal to get the armour piece and get the armour piece to heal. Yet if I say I 'play the game' to get the armour piece, yet the armour piece is only a justification for playing the game if I am already playing the game then we create a circular dependency i.e. neither step of the causality can occur first since both require the other to have already occurred. This occurs because the worth of the armour piece is inextricably tied to me already finding worth in the game, which the OCC analogy ignores.

Sorry if this was confusing.
 

notyouraveragejoe

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Nov 8, 2008
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It'd have to be on console first off since I'm not that huge a fan of anything except FPSes and RTSes on computer. I'd love MMOs with ultra-detailed environments but kind of Bioshock-esque. The idea of a world falling apart while you play would be pretty cool. Lastly the missions would have to be important with each mission effecting the game world (like if you are told to assassinate a specific character/boss then the area the boss runs becomes more hostile to players of a similar race/build as yours).
 

khaimera

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Jun 23, 2009
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It would have to be on a console and not PC. It would have to not use any turn based combat or real time strategy. It would have to use a new or interesting setting, meaning non fantasy setting.

Oh, and in case it wasn't already implied by my criteria, dumb it down for people like me.
 

ghirmeshk

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Mar 27, 2009
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Borror0 said:
BlindMessiah94 said:
If you can name me an MMO that is free to play online, where people aren't completely immature on every server, and where combat is real time, then by all means, let me know and I will play it.
Dungeons & Dragons Online [http://www.ddo.com/] meet at least two out of three: the game has real time combat and is free but has some content locked unless you either 1) subscribe or 2) buy it (in which case you have access to it indefinitely). Oh, and it's a triple-A MMO by Turbine; it's not garbage like most F2P games.

As for the community, it's really good for an online community (ie I would rate this community far better than most MMOs' community) but I don't know if it's good enough to qualify for "where people aren't completely immature on every server." I mean, there is a lot of quality people but, you know, you do run into some jerks from time to time.

I suggest you give it a try. Nothing to lose, really; it's free.
Agreed. This is probably your best bet.
 

Fappy

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How about no subscription fee. That's a huge thing for a lot of gamers.
 

Ascarus

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SimuLord said:
How 'bout you folks? What would it take to get you playing online (if you don't already, that is)? And multiplayer gamers---any suggestions for me based on the tastes I've outlined and what little you may otherwise know about games I like?
i've played a few MMOs, but i don't stick around long as the games, for me, simply lack any real depth. they almost all devolve into the same old grind. and for me, the idea of logging on for whatever length of time to get to that next level, get the next new shiny item or (even worse) achievement, is not that attractive in the long run.
 

DividedUnity

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Oct 19, 2009
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If it didnt have a monthly fee id play it. even something like paying a one time fee i wouldnt mind. monthly fees where what put me off getting WoW and EVE and will undoubtley be the reason that I dont play the new star wars mmo
 

blindthrall

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Oct 14, 2009
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Planescape MMO. I would be a helpless thrall, slowly becoming a grublike fetus attached to an electronic womb.