Zhukov said:
I quite like the idea of MMOs.
However, I never actually buy or play them bacause there seems to be a bunch of unspoken rules attached to the genre. (Wait... is "MMO" a genre? Oh shut up, you know what I mean.) These laws go something like the following:
1) The gameplay must suck mightily. It must be combat-based. It must revolve primarily around you and your enemy taking turns to automatically slap each other across the face, mostly just to pass the time while you wait for your ability cooldowns to run out.
2) It must involve tedious amounts of grind for the sake of incremental stat increases. No exceptions. Ever.
3) It must have absolutely no interesting narrative content of any kind.
4) It must have really clunky character animation.
5) The setting must be as unoriginal as possible. Ideally a third-generation Tolkien rip-off. If you really want to push the envelope you can set it in space and rip off Star Trek instead.
Of course I realise that the reasoning behind this serial idiocy basically boils down to, "That's how WoW did it and WoW gets to snort diamond dust while enjoying the attentions of exotic concubines dipped in choclate, so that's how we're going to do it." But by now it should be quite clear that nobody is going to dethrone WoW by imitating WoW. Mostly because anyone who wants to play WoW is already playing WoW and has probably made a pretty significant investment in terms of time, effort and community connections.
(The one game that might defy this trend is that Old Republic thing. The idea of a fully voiced and story-driven MMO is certainly interesting. And, to quote Yahtzee, "Star Wars is the one thing over which nerds are sure to get even weirder". But I'm still not about to put money on it.)
So come on games industry. How about a bit of variety here, eh? How about some games that take the good parts of an MMO (huge world, persistant servers, large player population etc) but scrape off the shitty parts. How about say... a parkour platforming game where one faction is based around evasion while the other is focused on pursuit, and perhaps a third based on enforcing the peace. Or a co-op post-apocalyptic survival game. Or a game based around... I dunno... undersea treasure hunting or something. Anything but grinding for XP in a yet another totally-not-Middle-Earth setting populated by swimsuit models and bodybuilders running about in metallic underwear.
Hey, it might even make good business sense too. Imagine being able to tap into the teeming hordes of CoD fans with a MMO-FPS based around near-future warfare. I personally wouldn't touch the damn thing, but I bet plenty of other people would. Surely that would be a better proposition then lining up with everyone else to get comprehensively curb-stomped by Blizzard.
So... thoughts? Would anyone else like to see some non-RPG MMOs?
Well there are non-RPG MMOs, things like "Team Fortress 2" and various large scale shooter games. Some products like "War Rock" even tried to maintain a constantly persistant world (but that game failed).
Truth be told RPG players are legion, and there is a huge market for RPGs out there. Truthfully I think the MMORPG market was insturmental in more or less murdering both paper and pencil RPGs and single player RPG games which are becoming increasingly obscure. RPGS are not for everyone mind you, and as a result you'll find games of other sorts attempted in an MMO format but they so far haven't been that successful.
As far as some of the claims like "MMORPGS not having a story" well, that's not true. It's just many players rarely bother to pay attention to it and the game lore. In other cases like the quality of graphics, MMOs by their nature tend to last a long time when they succeed, so what is good graphics when they first come out definatly shows it's age after a few years. It's also noteworthy that a persistant world requires a LOT of things to be rendered at the same time, this limits the amount of detail that can be added to any specific model without causing massive lag. The thing to consider is that the game is tracking thousands upon thousands of variables, not just what your doing at any given time. All so if say 10 guys in the same zone want to run through your field of view you'll actually see them and what they are doing.
When it comes to the grind and so on, the problem is simply put content. Nobody can generate enough quality content to keep players experiencing unique things at a high rate of advancement, alongside tons of other players. Heck, people tend to see all the content in even a large MMO inside of a month or two. A hundred hour game/storyline seems like a lot, and it is by single player standards, but not for an MMO that seeks to sustain people playing for hours every day for years on end. As a result the trick of an MMO is to pace it, so people will hopefully have fun repeting the same content. Of course that's not for everyone.
The lack of more action based mechanics in MMOs is both for purposes of stat management which is fun for RPG players, but also to try and keep things balanced so someone with a connection advantage won't have an overwhelming advantage. It also creates mechanics that can be fairly predictable so in cases where serious cheating is suspected the situations can be analyzed and addressed. There isn't that much of a "I'm just that good, and these newbs all suck" defense when a GM can just look at the characters, crunch the numbers, check some battle logs, and tell what was going on. This means that things like "aimbotting" and the like aren't all that viable in MMORPGs, even if people do find various ways of cheating and exploiting.
I doubt any of these answers will make you happy, but there are good reasons why things have developed the way they are, and why things are liable to remain this way for the foreseeable future.
"Old Republic" doesn't seem like it's going to be all that differant from WoW as far as fundemental playstyle goes, at least not going by the gameplay footage I was looking at. It's big "change" is both having a companion system (like "Star Trek Online", and the seemingly defunct "Gods and Heroes"), and in adding voicework to the quest chains so you don't need to read all the text to know what's going on. Sort of like what "Age Of Conan" promised but was unable to deliver beyond the tutorial area.