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Ten Ways to Attract Massively Multiplayer Haters to Your MMORPG

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Sunday, August 30, 2009

Editor's note: I've never been a fan of MMOs. I've dabbled in a few, but most of them are, well, boring compared to the single-player role-playing games that I love. Brian has 10 tips to help MMOs attract players like me. If MMOs followed Brian's advice, would you give one a try? -Jason


Massively multiplayer online role-playing games have become enormously successful in recent years. The genre started with titles like Ultima Online and EverQuest, but games like World of WarCraft and, to a lesser degree, Final Fantasy 11 led MMOs into a bright new age.

With more than 11 million subscribers, you could argue that there's no need for a company like Activision-Blizzard to change. That may be true. But smaller developers should consider every piece of advice they can find to tackle this juggernaut.

If any developers have a chance of dethroning Activision-Blizzard, it'd be Square Enix or BioWare. With BioWare's recent track record, I'd say they have the greatest chance of pulling an upset, but Square Enix could also be a formidable foe if they play their cards right.

 

As an avid Final Fantasy fan (at least the games preceding FF11), I always wanted to like Square's first MMO. I even went as far as creating a clan for the game three years in advance. Once it was released, however, I felt like a discarded bastard child. It may have included the classic Final Fantasy Job System, but its unoriginal take on the EverQuest formula just didn't do it for me.

After being disappointed by FF1, I moved on to WOW, but that couldn't keep my interest for more than a few days, either. See, despite being an RPG fan, I never enjoyed "the grind." Grinding's bad enough in single-player games, but I especially don't want to be doing it when playing with friends. I'd rather hack at a giant Redwood with a hatchet for days on end than slay imps for 24 hours in search of loot.

Clearly, MMORPGs haven't won me over, so I made a list of 10 suggestions for improvement.


Endless grinding needs to go the way of the dodo

While I'm not an advocate for poachers and those who exterminate species of animals, I do care about the hours of my life that pointless grinding sucks up. If I wanted to waste my time fighting the same monsters all day, I'd have to give up my duty of shoveling Farmer John's barn full of manure. And honestly, I just couldn't do it.


Stop lifting fetch quests from N64 games

I have fond memories of collecting all sorts of widgets while playing Banjo Kazooie. Actually, I can barely even remember what I collected, since I was having much more fun flipping higher than a gymnast in Mario 64. If I didn't like fetch quests then, why would I enjoy them now online? If I wanted to collect a bird's tail feathers, I'd simply go to a zoo and harass a peacock.


Add 'Massively Multiplayer' to my PVP

From what I've seen, most MMO's Player-versus-Player modes consist of simple duels. If I wanted a duel, I'd go out into the street and have a sword fight -- or I'd play Diablo 2. I want some new ideas here. Let's have some airship battles! Allow us to build castles with our guilds and seize enemy territories. And for the love of god, allow evildoers like me to rule the land, or at least let us make an attempt at it.

Sure, it'd be difficult to balance this type of gameplay, but it might even draw in the Halo crowd. But if you do attract the Halo crowd, don't forget a mute button.


Where's the story?

One of the reasons I played the WarCraft 3 and StarCraft single-player campaigns was for the story. When I found out that World of WarCraft barely expanded upon the world of WarCraft 3, I lost interest. Also, FF11 failed to captivate me by taking the Final Fantasy out of the title. Sure, Square Enix included the handyman Cid, but without a story, there's no deal.


Give us some variety

Would a pack of Starbursts be worth purchasing if it only had lemon candies? Do you only play Grand Theft Auto to run over prostitutes? I'm sure a few of you said yes, but most people like those two things because of the options they provide.

Likewise, I don't want all MMO missions to be the same. I shouldn't have to be an errand boy for 90 percent of the game's missions. Allow me to escort royalty, let me strangle a traitor with my bare hands, or let me lose a horde of dragons pursuing my airship. See, MMOs don't have to be mundane.


Allow players to influence the game world

One thing that makes MMOs special is that so many players can congregate together and travel wherever they want. Why not take that a step further? If a player wants to be a benevolent individual, why not allow her to build new structures within a city? Or perhaps she would like to engage in trade with other nations. If a player isn't feeling so nice, maybe he would like to commit atrocities. Perhaps he could burn down villages, enslave others, or even become a pirate.

Just remember -- everyone likes to have some control over their destiny.


Screw voice acting -- give a us a soundtrack

Players like to be able to converse with inhabitants of villages quickly. Players often skim text, and they typically like to avoid lengthy monologues. It's OK to give prominent characters a voice, but regular villagers would benefit from merely receiving text.

Instead, a developer should focus on providing a soundtrack that will immerse players in their world. Even bad games have occasionally drawn me in with their soundtracks, so why not glue your subscribers to their keyboards with a soundtrack that'd be worth purchasing on its own?


Let us say what we want

Servers should accommodate the different types of players they're home to. If players like incessant swearing and saying "Yo' Momma" jokes every 5 seconds, they should have a place to go with like-minded individuals. On the other hand, players who don't want to put up with immature behavior should have a place where they can feel comfortable. These are only a few examples of the many types of servers that should exist.


Joining clans should be as easy as clapping

Sometimes, players are uncomfortable seeking out new individuals, so why not give them an easy way to play with other people? If they want a clan, simply allow them to click on another player, and there should be an option to instantly let them join a clan if there's one available. To find people to play with, players shouldn't have to go through 10 menus, so just make it simple.


Expand the size of parties

Some players may find parties of 24 hard enough to manage, but why not allow players to roll with a 100-adventurer entourage? Forget traditional online marriages -- imagine how awesome it'd be to have 300 bodyguards protecting you against wedding crashers.

Even Owen Wilson wouldn't stand a chance.


I'm no programmer, so I'm not sure how feasible all these ideas are. But I hope that they were helpful suggestions. I've discussed some of these issues with other gamers before, and many feel that MMOs could attract more players if they added some of these features.

Sure, it'd take a lot of effort, but in order to combat a behemoth like Activision-Blizzard, implementing new ideas such as these might be necessary. After all, we don't want one company to have a monopoly over the MMO genre, right?

 
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Comments (11)
Default_picture
August 29, 2009
Nice one
Twitpic
August 29, 2009
If a single MMO executed all of your suggestions, I [i]might[/i] try it out, but like you I'm not really into them. The only one I "got into" was City of Heroes. But after I learned how to fly it got boring. One suggestion that I would add would be to make them free, or at least cheaper. I can't justify paying $15 a month if I barely have the time to sit down and enjoy the game.
Lance_darnell
August 30, 2009
:D I have never played a MMO so this post just gave me 10 reasons to stay away!!! I love the pictures you choose for your points! Nice job as usual Brian!
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August 31, 2009
So, I've been playing EVE Online for about a week now, and it's got about 6 of these qualities. Odd that it wasn't mentioned in the article...
Default_picture
August 31, 2009
The problem is, there are games that do EXACTLY the things you mention. There are several games that let you siege player-run territories, and many MMOs feature complex PvP mechanics that go way beyond duels. Warhammer Online features a a fascinating PvP system; Arenas and battlegrounds are common in many online RPGs; and guild siege warfare has been a major part of several MMOs, such as the siege-focused Shadowbane. Several MMOs have fantastic soundtracks. When Anarchy Online set the soundtrack standard, MMOs have followed suit by offering great soundtracks that provide ambience. Wrath of the Lich King, for example, does a fantastic job of doing exactly that. The Age of Conan soundtrack is exquisitely moody and perfectly matches the dark, bloody tone of the game. Many games make joining clans a snap nowadays. You open a window, quickly see a list of clans recruiting, and click a button to request to join. Several games feature easy clan-joining options. Games with complex, player-run economies like EVE Online and Pirates of the Burning Sea have already done a great job of showing how players can affect the world. Guild Wars and its expansions have shown how player actions might physically alter the game world. Star Wars Galaxies many years ago was allowing players to erect structures. Story has played a major role in Turbine's MMOs. Anyone that has played Asheron's Call 2, D&D; Online, and Lord of the Rings Online can tell you that story plays an important role in those games. Age of Conan and Anarchy Online also tell terrific stories. I fully recommend seeing what MMOs have to offer beyond the obviously narrow scope of your experience. This article should have been better researched, as it clings to assumptions common to most non-MMO players while ignoring how many of these features have become genre-standard.
Jamespic4
August 31, 2009
It is my theory that the yellow variety of multi-colored candies always suck. Lemon Starbursts Banana Runts Lemon Skittles Yellow Necco Wafers (wait, Necco wafers suck) Yellow Mike & Ike's I guess what I mean to say is that MMO's are like yellow candies, they... Well, I think you get the idea. Does this comment even make sense?
Default_picture
August 31, 2009
Yeah, most MMOs do all of this already.
Lance_darnell
August 31, 2009
@James - If I say yes, does that mean I am insane? ;) I think Brian was writing that no ONE GAME does all of these things.
Default_picture
August 31, 2009
@Kevin- First of all, thanks for taking the time to explain contributions various MMOs have made. I want to make clear that I never claimed to be an MMO expert. I mentioned towards the beginning of my article that Final Fantasy XI was my first MMO, and I was disappointed that it failed to meet my expectations of what I wanted from the genre. I was also unimpressed with WoW, but that doesn't mean that it's a bad game. It's merely my opinion. And I do realize that Blizzard has made some major strides with its most recent expansion, but it's still not enough to make me pay the subscription fee. Admittedly, I have not played all the MMOs you mentioned, but I have read professional and user reviews on each of those games. Some of those games may include one or two of the above features I wanted to see in MMOs, but they didn't match my vision. Star Wars Galaxy may have allowed you to build buildings, but most impressions I've read on that game are negative. I realize that Warhammer expanded on PvP gameplay, but you still can't purchase airships with clans, upgrade them, and battle in the sky. I want to be able to board and commandeer an enemy vehicle or engage other ships with cannons. As for soundtracks, I'm going to have give Anarchy Online's a listen. Most MMO soundtracks I've heard pale in comparison to the stuff you'd find in single-player RPGs, but that doesn't mean that there aren't any good ones out there. Anyway, I never meant for this to be a research paper--it was more based on personal experience with the genre. @Lance- Thanks. That's exactly what I was trying to say. @James- Haha, I definitely agree that yellow candy often tastes terrible. I never really liked green flavors either.
Default_picture
August 31, 2009
The biggest problem World of Warcraft has at the moment is that, while it's doing most of the things you're talking about at the content that's dozens or hundreds of hours in, the early content still has the problems of poor quest variety, grind/fetch quests, and lack of story. That's the main reason they're making a huge effort to revamp the early content in the next expansion pack, instead of just tacking on another ten levels that newcomers might never see because they give up in frustration over dated game design choices. You might want to give WoW another shot when the next expansion launches, Brian.
Default_picture
September 02, 2009
I really have to ask: did you play any of these games with friends, or did you try and play an MMO solo? Because if you were, then you were missing out on one of the biggest draws, the social interaction. you kept saying you couldn't play past a few days, because they didn't have any of the options you described in your article. But it seems to me that you didn't get high enough to experience any of those things, even if they were in the game. If you find a few buddies to play with from the start, the experience will be much better. Not only will you level faster, but the "grind" won't seem so much like one. Because you'll be too busy having fun with your friends. MMO's aren't meant to be played alone, they're all about the social aspect. You also mentioned soundtracks and PVP as points that would woo your hard-earned money. I'd like to ask in what way the soundtracks from WoW or Warhammer are lacking, as they are both excellent examples of how music not only enriches the story, but also make some aspects of the game even more epic than they already are. In closing, I believe that your limited play with MMO's as a genre is not so much that they are lacking key components, but that you are lacking in attention span. This isn't the latest Final Fantasy, where the story progresses at a pace set by the game designer, this is a world that progresses as far as your imagination can take it, and time, will allow.

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