
Originally Posted by
Azurymber
Let's face it. Modern MMOs don't last. LOTR, RIFT, SWTOR, GW2, TERA etc, have all essentially died down after a few months of release, to the point where some have gone free to play.
To me, the reason for all these failures is obvious. It's not the games that are bad. On the contrary, I would argue that SWTOR's gameplay is incredibly fun, as well as GW2's.
It's that they don't handle user experiences well.
When MMOs first came out, most of the people playing them were computer geeks, or series fans. For example, ffxi was my first mmo when i was around 14 or 15. A lot of people I played with at that time were my age (I started the game with a bunch of friends). Most of the people on the ffxi servers had quite a bit of time to devote to the long tedious leveling up process, but also was in no rush to do so.
I was in linkshells where people didn't hit 75 for years and didn't care. The fun part of ffxi was experiencing new zones, fishing, gathering, farming, talking to friends, doing missions and quests, etc.
It wasn't until WOTG came out that I noticed people rushing to the end.
But since then it seems to have become common place in MMO's to rush to the end, because for some reason, devs have created this formula that an MMO should be a "short rush to end game, and then lots of repetitive endgame stuff"
I personally believe this is a response to WoW's success. And in all honesty is the wrong way to look at MMOs.
MMOs are successful when they integrate a player and make the feel like part of the world. Connect them with friends. And give them something to work towards.
However, part of an MMO is variety. And thats where most modern MMOs fell short. I played SWTOR and loved it, but by endgame i was bored out of my mind. There were a few end-game raids and pvp. nothing else. Similarly I enjoyed GW2 for the most part, but by endgame it got repetitive.
My fear is that ARR is going in this direction. It sounds to me like it will be "spend 2 weeks questing to max level, repeat crystal tower and labyrinth 100 times"
My suggestions is a completely different path. One that focuses on casual players and not on the -few- people who play 24/7, make their voices heard, and essentially make up the core of "end game".
The first step here is to create something like a daily. Every day you log on and you have a quest or something to do that takes approx 30 minutes to an hour. Kind of like levequests. HOWEVER. You don't just get money and items out of this. You get special points which allow you to get one of the best gears in the game (for a specific slot) after 365 dailies completed.
Along the way you make money, and can get access to multiple other very good intermediary items.
For end-game content. Instead of leaving dungeons the same. Every time you create a new one you write the following for the old one
--for monsters in dungeon x
damage = damage / 2--
In other words, you cut the damage in the dungeon by half. This means people still need to spend time to get through it, but casual and Returning players, can easily accomplish it.
What i'm getting at here is simple:
Design the game for the MAJORITY of players who are working, have kids, have school, have girlfriends/boyfriends, have a life, etc.
Not for the -few- hardcore endgame players who can spend 8 hours a night raiding.
That doesn't mean you ignore the hardcore players. It just means that with every "new step" in the game, you easy-mode the old stuff, AND you create a serious incentive to still do the old stuff, so that casuals and returning players get access to all that cool gear without having to invest 1000s of hours of time.
And you also focus on pleasing people who only play a bit every day. By focusing more on the leveling process than the end game, creating a dynamic world with lots to do, having dungeons that aren't overly hard but entertaining to go through, and creating a daily system that rewards people for playing every day (you can add weekly or monthly bonus systems as well), and allows casuals, even 10 year old girls, to get the best gear in the game
By doing this, you tell all the people with lives that they can play this game and -still- be "elite". As long as they play a -bit- every day. It gives them something -concrete- to work towards rather that doing a dungeon 100 times and hoping for a random drop and hoping your ls will let you lot on it (one of the stupidest systems ever). And it allows people to actually explore and experience the entire world, rather than just port between the city and dungeons, or the city and 1 or 2 zones for farming.
TLDR:
In short what I'm suggesting is that instead of super hard raid and 1000s of deaths, you have a -FUN- game, that rewards all players just for playing and sticking with the game. Where people can still advance by doing something for 15min at a time. Then on top of that you have a bit of end-game raid stuff for the hardcores so they can be the -first- to get stuff. But eventually you make sure that even children playing with their parents can get through the dungeons at some point, and experience the game and content.