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Stengah


Havoc, Press Rep and Doer of All Things - The Fallen Angels
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Too old, too cynical, or too much money?
Old 08-11-2009 07:06 PM
Havoc Havoc is offline
 
Category: Game-Related
Views: 947
Lately the years are starting to pile up on me. Granted, I’m still fairly young compared to some of the old-dogs that still roam the yard, but I can certainly say I’ve been around and back when it comes to the far reaches of the online video game genre. Now, every day I hear whispers or see sneak peak trailers of some upcoming ‘next big thing’ and I immediately let out a deep sigh, the problem is though, I’m not entirely sure why.

Starting at the root of the problem: I no longer get excited by these new release candidates (someone should market Viagra for video games?). When I was younger, I was all about the newest beta; I was all about learning every inch of a game so that when it launched I would have a huge advantage and further my competitive edge; I was all about hyping up games and prepping the guild so that everyone was prepared with the right class make-up and strategies in place; I was all about the new titles. Today, I sit in my office wondering what has changed and why.

Starting with the obvious suggestions: too old. I’ve passed my prime, as it were, and am living in a world of ‘back in my day”s – Back in my day [we had to make our own maps, we didn’t have a fancy website that told us where to go and how to get there]; [we actually lost things when we died, and quite a bit of them]; [we had a stock GUI and had to adapt accordingly, we didn’t just download things to do work for us]…etc. Am I too old and trying to reject the evolution of the genre or are people just awful and exceptionally lazy?

The second thought that crossed my mind was that I’m too cynical or critical of current-gen common issues. When I was younger I could tolerate ridiculous flaws because everything was new and exciting, now I look at frame issues and lack of end game as an immediate /quit. Am I disillusioned about the games I played when I was younger or is everything getting progressively worse and more rushed?

Third, money. After WoW made just over onefinity dollars, other companies set their greedy sites on attempting to capitalize on this market, causing a ridiculous oversaturation of the genre in all its hideous forms. On top of that, realizing that this is now a profit industry instead of an attempt to make a quality game, the capitalist adage of pleasing the masses yields the greatest profit regardless of compromised integrity or vision has come full pass. Every game, either from the get go or within the ‘Deyth trial period’ (three months) will compromise their vision so that more people will buy the game. 90% of the gaming population feel our game is too hard? I guess it must be, it couldn’t be that they are ridiculously lazy and prescribe to ideology that everyone should win eventually. Remember old console games? You have 3 lives to beat the game, you probably won’t even get half way. Get fucked. Where did that go? When did challenge become a bad thing? Even WoW slowly regressed from a game where <5% saw >95% of the content to a game where everyone and their mother (which does happen now) has a chance to play through the entire game. This ‘raise the floor/lower the ceiling’ mentality is hugely related to games appeasing the masses so they can make the most profit – casual players don’t require a feeling of earned accomplishment and triumph, they want instant gratification, “give me stuff, all the time, no matter how bad I do”.

So, as I conclude my rant, I again question: ‘what has happened to my desire to play MMOs, is it my fault or are they really that awful that I’ve just been completely turned off the genre forever’. I leave that open for discussion, in the mean time I’m sticking with competitive games – locked team numbers and no item grinding.
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Stengah


Havoc, Press Rep and Doer of All Things - The Fallen Angels
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Article Type: Rant

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DISCUSSION: (Jump To This Thread On The Boards)
Author Comment Date
Calarius Is it wrong to mention here that I loaded up Final Fantasy 7 over the weekend to remind myself what a quality game was BEFORE Hi-def graphics? 08-11-2009
Havoc I still play Secret of Mana sometimes. 08-11-2009
felldoh secret of mana #1 08-11-2009
felldoh As for the post, I think its just a matter of been there done that. Most all releases now are unoriginal and/or bad, and the bad is no longer as enticing when you played the same bad last year. 08-11-2009
Deyth I think aging also has something to do with it. There are likely more constraints on our time and as we get older we usually have the resources to do more with our decreasing free time. 08-11-2009
Exiled Once upon a time, there lived three brothers in a small village in the land of Holm... 08-11-2009
willwill Older and wiser 08-12-2009
Aedh I echo Havoc's sentiments as I am in that same situation.

As I have grown older I have placed more emphasis on how much time I am willing to devote to entertainment in an MMO. I have found more pressing issues to dedicate my time to and gaming loses its market share on time. For a decade, ending five years ago, I would play for 8 hours a day during the week and 14 hour weekends.

I feel that newer games do not have the polish we expect but I also think an aging gamer starts to weigh that more against his time rather than past "clouded" experiences with games. Been there...done that as you say.
08-12-2009
keko The New Epic Upcoming MMORPG is getting on my nerves too,how the fuck they are going to be original if every FAQ from Upcoming Epic MMORPG is the same.

Im loosing the faith in the mmorpg market,and now we get into betas with preorders! c'mon we already are tired of beta testing your released shit.
08-12-2009
Devil I feel the same as Havoc. The over saturation of MMORPG games in todays market has made me bored. When I started, it was all about UO. There were a couple other titles though, like The Realm Online.

I also feel like no other game will match UO, Secret of Mana, Chronotrigger, Final Fantasy 3(US) and 7. The nostalgia I get when thinking about these older games might be part of my problem though.
08-12-2009
nomadimp A related article over at Elder Game: http://www.eldergame.com/2009/08/12/...for-designers/

money quote: "Modern gamers expect all punishment to cease when they are playing your game the right way."
08-12-2009
Havoc
Quote:
Originally Posted by Devil View Post
The nostalgia I get when thinking about these older games might be part of my problem though.
Thats what I thought as well - I was hoping someone would take a counter point.
08-12-2009
Scizyr I just feel contemptuous towards mmo developers as they refuse to take proper steps towards progressing the genre. If someone wants to make a new mmo, their first questions are "Which successful mmo should we model our game after?" and "What worked in those games that we can improve?" and "What didn't work that we should try to avoid?"

If you try to offer new ideas to a developer they will inevitably be shot down because they either haven't been tested or if they were tested they were implemented poorly. No developer wants to stray from the course because "if it ain't broke, don't fix it." Or they will just regurgitate some shit about them trying to capture a larger audience with their game while your ideas are more suited to a "niche market."

Fuck off, I'm not playing your shit.
08-12-2009
Scizyr
Quote:
Originally Posted by nomadimp View Post
A related article over at Elder Game: http://www.eldergame.com/2009/08/12/...for-designers/

money quote: "Modern gamers expect all punishment to cease when they are playing your game the right way."
What the fuck did I just read:
"You can take advantage of this to train players to play your game the right way."
"This actually makes it harder to train players to find the fun in our games."
"Like other types of punishment, it’s a great way to get players to think the way you want them to."

And this Eric character who wrote the article has a very strange definition of negative reinforcement that doesn't really differ from positive reinforcement.
I believe this is the answer to Havoc's rant. It's not age, and we aren't becoming more cynical. Game designers simply don't have a clue what they are doing anymore.

MMORPG's should be about the player playing the game the way the player wishes to. It should be the developers job to provide that environment. Instead we are given multi-player linear adventure games. It's outrageous.
08-13-2009
Rynar The industry just doesn't develop games that i want to play. I would love to play an MMO but they are all badly done. The industry seems to think about pretty graphics but it doesn't think about rules.

MMMOs usually have

- a bad economy
- too little freedom (for example no player-run cities)
- too much forced time investment like levelling. I want a post-max game
- bad PvP rules. UOs early game still blows everything away that is there today.

If this (expletive) industry would develop a good game i would play. They don't seem to be able to do it. I don't think its that hard though, never understood where the problem is.
08-13-2009
nomadimp
Quote:
Originally Posted by Scizyr View Post
What the fuck did I just read:
"You can take advantage of this to train players to play your game the right way."
"This actually makes it harder to train players to find the fun in our games."
"Like other types of punishment, it’s a great way to get players to think the way you want them to."

And this Eric character who wrote the article has a very strange definition of negative reinforcement that doesn't really differ from positive reinforcement.
I believe this is the answer to Havoc's rant. It's not age, and we aren't becoming more cynical. Game designers simply don't have a clue what they are doing anymore.

MMORPG's should be about the player playing the game the way the player wishes to. It should be the developers job to provide that environment. Instead we are given multi-player linear adventure games. It's outrageous.
Eric Heimburg was a lead on AC 2 and Star Trek, for what its worth. His main point being that designers feel like they can't actually punish players because if they do then they will simply move to another game that doesnt punish them. Because, well, only a small niche of people enjoy being punished. He says that this is bad for designers because then they have to try and come up with other ways of whacking the player instead of doing nothing but giving out carrots.
08-13-2009
Scizyr
Quote:
Originally Posted by nomadimp View Post
Eric Heimburg was a lead on AC 2 and Star Trek, for what its worth. His main point being that designers feel like they can't actually punish players because if they do then they will simply move to another game that doesnt punish them. Because, well, only a small niche of people enjoy being punished. He says that this is bad for designers because then they have to try and come up with other ways of whacking the player instead of doing nothing but giving out carrots.
I understood the point he was trying to make and I agree that with the way current mmo's are developed punishment for failure is not tolerated by most gamers. My point is that his entire perspective needs to be shifted, or he should just stop offering his opinions and find another line of work. Instead of focusing on herding players and training them to play the game properly designers should be focusing on removing restrictions placed on gamers in the current mmo market.

No one enjoys being punished, but the restrictive nature of current mmo's is punishment in itself. Eric said it specifically: In order to have fun in a game with his design concepts you have to play a certain way. If you remove those restrictions and let the player decide how to have fun in the game then a stiff death penalty(and other punishments) will be tolerated by most players and even seen as a way to grow and learn in some cases.

Unfortunately most designers follow Eric's method of thinking blindly believing it's the only way to be successful. Like Rynar said they need to seriously think more about the rules. They should use some creativity developing a good ruleset instead of copying other shitty games before them.
08-13-2009
nomadimp
Quote:
Originally Posted by Scizyr View Post
I understood the point he was trying to make and I agree that with the way current mmo's are developed punishment for failure is not tolerated by most gamers. My point is that his entire perspective needs to be shifted, or he should just stop offering his opinions and find another line of work. Instead of focusing on herding players and training them to play the game properly designers should be focusing on removing restrictions placed on gamers in the current mmo market.

No one enjoys being punished, but the restrictive nature of current mmo's is punishment in itself. Eric said it specifically: In order to have fun in a game with his design concepts you have to play a certain way. If you remove those restrictions and let the player decide how to have fun in the game then a stiff death penalty(and other punishments) will be tolerated by most players and even seen as a way to grow and learn in some cases.

Unfortunately most designers follow Eric's method of thinking blindly believing it's the only way to be successful. Like Rynar said they need to seriously think more about the rules. They should use some creativity developing a good ruleset instead of copying other shitty games before them.
Fair enough but that is a tough pitch for any designer. Marketing would probably have none of it and for a publisher that is a much bigger question mark than they're probably comfortable with. That isn't to say that indie devs aren't doing it but most devs have to answer to a higher power that is very risk-averse.
08-13-2009
Scizyr
Quote:
Originally Posted by nomadimp View Post
Fair enough but that is a tough pitch for any designer. Marketing would probably have none of it and for a publisher that is a much bigger question mark than they're probably comfortable with. That isn't to say that indie devs aren't doing it but most devs have to answer to a higher power that is very risk-averse.
It is the leaders of design teams' decision in the end on how the game is actually developed, regardless of whatever it is they pitched to the publisher. Most of them from what I've seen never deliver half of what they pitch so I don't think it would be a problem for them to bring new ideas into the game. They just get stuck in a mode of thinking where they control everything. They come up with weird theories based on reading a psych 101 book to design a ruleset because they think if they relinquish some of that control to the players they will get scared and flee.
08-13-2009
felldoh this thread has a lot of views 08-15-2009

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