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What can be done to revive the MMO genre? Can it be revived? Is there any hope?

For RPGs that require a persistently online connection.
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Post by Xenich »

Wretch wrote: ↑ February 28th, 2025, 14:53
What i like is based and what you like is cringe. :music:
I don't mind people having those positions, but I find the defense of their positions a bit ********.

I can explain in objective detail why I think various older mechanics in play are important to that balance.

When I argue with mainstreamers, their arguments always center around subjective means.

They want maps because, having to learn the zones is "Tedious and not Fun™".

They want no exp loss because having to earn back exp is "Tedious and not Fun™"

They don't want corpse runs because having to run back to their corpse because of a mistake or error made by them is "Tedious and not Fun™"

The list goes on, but their arguments are always the same, without any real explanation or reason other than an individual subjective whine about not wanting to do something.
Last edited by Xenich on February 28th, 2025, 15:48, edited 1 time in total.

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Post by Wretch »

Xenich wrote: ↑ February 28th, 2025, 15:47
Wretch wrote: ↑ February 28th, 2025, 14:53
What i like is based and what you like is cringe. :music:
I don't mind people having those positions, but I find the defense of their positions a bit ********.

I can explain in objective detail why I think various older mechanics in play are important to that balance.

When I argue with mainstreamers, their arguments always center around subjective means.

They want maps because, having to learn the zones is "Tedious and not Fun™".

They want no exp loss because having to earn back exp is "Tedious and not Fun™"

They don't want corpse runs because having to run back to their corpse because of a mistake or error made by them is "Tedious and not Fun™"

The list goes on, but their arguments are always the same, without any real explanation or reason other than an individual subjective whine about not wanting to do something.
I don’t care, i’m not reading your blog.
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Post by rustys-name-is-kumar »

Xenich wrote: ↑ February 28th, 2025, 14:49
His position is that this type of game won't succeed
tbh i just think you're a freak and want to keep this going until you hopefully become a christmas ornament
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Post by Lich »

Xenich wrote: ↑ February 28th, 2025, 15:47
Wretch wrote: ↑ February 28th, 2025, 14:53
What i like is based and what you like is cringe. :music:
I don't mind people having those positions, but I find the defense of their positions a bit ********.

I can explain in objective detail why I think various older mechanics in play are important to that balance.

When I argue with mainstreamers, their arguments always center around subjective means.

They want maps because, having to learn the zones is "Tedious and not Fun™".

They want no exp loss because having to earn back exp is "Tedious and not Fun™"

They don't want corpse runs because having to run back to their corpse because of a mistake or error made by them is "Tedious and not Fun™"

The list goes on, but their arguments are always the same, without any real explanation or reason other than an individual subjective whine about not wanting to do something.
most people play games for fun. if they find a game unfun they'll play something else. do you expect them to write a tractate on the ontology of fun in relation to the value of specific game mechanics every time they find some game unfun and thus don't want to play it?
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Post by Xenich »

Lich wrote: ↑ February 28th, 2025, 17:58
Xenich wrote: ↑ February 28th, 2025, 15:47
Wretch wrote: ↑ February 28th, 2025, 14:53
What i like is based and what you like is cringe. :music:
I don't mind people having those positions, but I find the defense of their positions a bit ********.

I can explain in objective detail why I think various older mechanics in play are important to that balance.

When I argue with mainstreamers, their arguments always center around subjective means.

They want maps because, having to learn the zones is "Tedious and not Fun™".

They want no exp loss because having to earn back exp is "Tedious and not Fun™"

They don't want corpse runs because having to run back to their corpse because of a mistake or error made by them is "Tedious and not Fun™"

The list goes on, but their arguments are always the same, without any real explanation or reason other than an individual subjective whine about not wanting to do something.
most people play games for fun. if they find a game unfun they'll play something else. do you expect them to write a tractate on the ontology of fun in relation to the value of specific game mechanics every time they find some game unfun and thus don't want to play it?
The people you describe don't want games, they want entertainment. There is a difference. A person who wants to play a game, accepts what a game is, a challenge, contest, etc... with rules and conditions to which may apply failure conditions and penalties and the enjoyment is overcoming those obstacles to a goal.

A person who wants to be entertained is like a monkey hitting a dopamine button constantly. They just want a constant rush of Fun™" (winning) in their activity to which actual game play conflicts with its failure conditions.

Since this issue is often subjective, what is fun and what is not is not something you can establish as a template of design. What you can do is establish game play styles, goals, etc... (ie a type of game) and then let players decide if this is what they enjoy.

Personally, I find modern games to be "Tedious and not Fun™" because they lack any real meaningful consequence conditions in play and are simply activities of "entertainment" that serve no real worthy goal or purpose.

This is why some people like myself enjoy the concepts I described in the past posts. You may not like them, you may think them "Tedious and not Fun™" and that is fine, but some do.

As it concerns what I expect from people... well.. I expect ******** mainstreamers to understand this and take responsibility in the matter when it concerns games that do apply certain features they find "Tedious and not Fun™". That is, you don't go to an MMO that has certain goals and focuses, whine like little ******* that the features are "Tedious and not Fun™" and demand they attend to that expectation.

Like you said, players should recognize this and move on to something they do enjoy, but since they are ********, this never happens as they burn through their trash games, then rush to the next one and demand it be another dopamine rush.
Last edited by Xenich on February 28th, 2025, 18:21, edited 1 time in total.
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Post by NotAI »

girls don't fight

1. Anyway, another main issue now in MMOs is simply producing a sufficient quantity of content that is high quality enough. Specifically when making MMOs that are hard. Hardness is not absolute: it is fun when content in which it takes place is "worth" it. It's relative to content.

2. Social community is part of that content, but when lacking, as in modern MMOs, more developer crafted content is required. However, we've reached a point where this costs too much relative other some other investment. Social community has declined too much?

3. This problem never got solved. Relative rates never got matched. Social interaction quality declined too fast. (Developer competence also declined fast but even if it didn't.) A hard game will be played, but only if the content is great. MMOs now have trouble making enough of that content.
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Post by rustys-name-is-kumar »

Xenich wrote: ↑ February 28th, 2025, 18:17
The people you describe don't want games, they want entertainment. There is a difference. A person who wants to play a game, accepts what a game is, a challenge, contest, etc... with rules and conditions to which may apply failure conditions and penalties and the enjoyment is overcoming those obstacles to a goal.

A person who wants to be entertained is like a monkey hitting a dopamine button constantly. They just want a constant rush of Fun™" (winning) in their activity to which actual game play conflicts with its failure conditions.

Since this issue is often subjective, what is fun and what is not is not something you can establish as a template of design. What you can do is establish game play styles, goals, etc... (ie a type of game) and then let players decide if this is what they enjoy.

Personally, I find modern games to be "Tedious and not Fun™" because they lack any real meaningful consequence conditions in play and are simply activities of "entertainment" that serve no real worthy goal or purpose.

This is why some people like myself enjoy the concepts I described in the past posts. You may not like them, you may think them "Tedious and not Fun™" and that is fine, but some do.

As it concerns what I expect from people... well.. I expect ******** mainstreamers to understand this and take responsibility in the matter when it concerns games that do apply certain features they find "Tedious and not Fun™". That is, you don't go to an MMO that has certain goals and focuses, whine like little ******* that the features are "Tedious and not Fun™" and demand they attend to that expectation.

Like you said, players should recognize this and move on to something they do enjoy, but since they are ********, this never happens as they burn through their trash games, then rush to the next one and demand it be another dopamine rush.
not reading this wannabe pretentious dumb **** from some ***** who tricked their brain into thinking auto attacking a trash mob with 4 other disableds is awesome and engaging mechanics

heres a video of a zoanoid data file

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Post by Xenich »

rustys-name-is-kumar wrote: ↑ March 1st, 2025, 16:39
Xenich wrote: ↑ February 28th, 2025, 18:17
The people you describe don't want games, they want entertainment. There is a difference. A person who wants to play a game, accepts what a game is, a challenge, contest, etc... with rules and conditions to which may apply failure conditions and penalties and the enjoyment is overcoming those obstacles to a goal.

A person who wants to be entertained is like a monkey hitting a dopamine button constantly. They just want a constant rush of Fun™" (winning) in their activity to which actual game play conflicts with its failure conditions.

Since this issue is often subjective, what is fun and what is not is not something you can establish as a template of design. What you can do is establish game play styles, goals, etc... (ie a type of game) and then let players decide if this is what they enjoy.

Personally, I find modern games to be "Tedious and not Fun™" because they lack any real meaningful consequence conditions in play and are simply activities of "entertainment" that serve no real worthy goal or purpose.

This is why some people like myself enjoy the concepts I described in the past posts. You may not like them, you may think them "Tedious and not Fun™" and that is fine, but some do.

As it concerns what I expect from people... well.. I expect ******** mainstreamers to understand this and take responsibility in the matter when it concerns games that do apply certain features they find "Tedious and not Fun™". That is, you don't go to an MMO that has certain goals and focuses, whine like little ******* that the features are "Tedious and not Fun™" and demand they attend to that expectation.

Like you said, players should recognize this and move on to something they do enjoy, but since they are ********, this never happens as they burn through their trash games, then rush to the next one and demand it be another dopamine rush.
not reading this wannabe pretentious dumb **** from some ***** who tricked their brain into thinking auto attacking a trash mob with 4 other disableds is awesome and engaging mechanics

heres a video of a zoanoid data file

Again, why you are a stupid mainstream kidde.

Do you need me to make it into a map and place bouncy balls for you so you can keep track?

Maybe you can pay someone to read it for you and break it down into easy bite size responses so you don't lose attention?
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Post by Stack of Turtles »

Xenich wrote: ↑ February 28th, 2025, 15:47
I don't mind people having those positions, but I find the defense of their positions a bit ********.

I can explain in objective detail why I think various older mechanics in play are important to that balance.
I like you, Xenich, but you're a sperg.
You're not vastly smarter than other people just because you lack some brain circuitry most people have.

Right now you're making the same arguments woke libtard game devs make when they ***** about other people not paying for their ****** pronoun games.

If other people don't like what you like, or like something you don't like, you won't be able to mathematically prove that they're wrong. You just have to smile and accept it.
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Post by Lich »

I didn't read the thread but if you want busywork you can go outside and work
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Post by Xenich »

Stack of Turtles wrote: ↑ March 1st, 2025, 18:02
Xenich wrote: ↑ February 28th, 2025, 15:47
I don't mind people having those positions, but I find the defense of their positions a bit ********.

I can explain in objective detail why I think various older mechanics in play are important to that balance.
I like you, Xenich, but you're a sperg.
You're not vastly smarter than other people just because you lack some brain circuitry most people have.

Right now you're making the same arguments woke libtard game devs make when they ***** about other people not paying for their ****** pronoun games.

If other people don't like what you like, or like something you don't like, you won't be able to mathematically prove that they're wrong. You just have to smile and accept it.
You are missing the point though.

We are both making subjective arguments, but I am approaching my position objectively, ie creating a sound argument that is supported by objective reasons to the case.

You can quantify my position to its claim

ie... "Maps remove the process of exploration, learning the world and all of the risks through that learning that is involved"

This is a subjective reason as to "why" I don't like maps, but it is reasoned soundly as to why (ie because I want the game play of figuring it out without it being handed to me with a map).

Now contrast with the opposing position.

"Not having maps suck because it is boring, tedious and not Fun™"

It is essentially a subjective argument reasoned with subjective supporting premises. That is, NONE of its claims can be quantified or reasoned. They are all SUBJECTIVE and only mean anything to them.

"Pie sucks because it doesn't taste good"

Great, completely ******* worthless on any debatable front.

This is the ******* annoying aspect of the arguments here.

So yes, both subjective arguments, but... I am at least reasoning a position when they just sound like a ******* three year old who can't explain themselves past useless words.


Edit:

BTW, my entire position concerning the "argument" with captain ****** was that there is a small audience of people who do enjoy classic MMOs and their numbers are sufficient to sustain a game that budgets accordingly. This is already established by those who supported pantheon before it hit EA (ie in the 10's of thousands) and the amount of interest in M&M.

So....

1. Classic MMO features are liked by some people.
2. There is a market, though it isn't massive.
3. A company can succeed providing they keep their costs down and focus on that market.
4. A traditional pay model is sufficient to achieve this.

All of these I have established by specifically referencing tangible numbers and reference.

in terms of Game concepts, in the example I gave above, each of the concepts of play (ie corpse runs, exploration, travel time, etc...) can all be reasoned to a practical means of why people like that style of play.

So at what point is my argument unsound?

And how is their argument anything other than "game sucks dude, game play is boring... not fun, game will die... MMOs dead" with no support other than a claim anything other than a passing by shooting pure subjective opinion without any form of reasoning behind it?

Yet you think I am being unreasonable?
Last edited by Xenich on March 1st, 2025, 20:33, edited 2 times in total.
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Post by Stack of Turtles »

Xenich wrote: ↑ March 1st, 2025, 20:20
You are missing the point though.

We are both making subjective arguments, but I am approaching my position objectively, ie creating a sound argument that is supported by objective reasons to the case.
You're not, though. Your opinions about what maps remove - the "objective reasons" you think you have - are still subjective. You just don't realize that they're subjective because you've been taught, wrongly, that an opinion is better when it's phrased in neutral-sounding terms.

The argument on both sides is still equal - "I like blundering around trying to figure out where I am" versus "I don't".
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Post by Xenich »

Stack of Turtles wrote: ↑ March 1st, 2025, 20:26
Xenich wrote: ↑ March 1st, 2025, 20:20
You are missing the point though.

We are both making subjective arguments, but I am approaching my position objectively, ie creating a sound argument that is supported by objective reasons to the case.
You're not, though. Your opinions about what maps remove - the "objective reasons" you think you have - are still subjective. You just don't realize that they're subjective because you've been taught, wrongly, that an opinion is better when it's phrased in neutral-sounding terms.

The argument on both sides is still equal - "I like blundering around trying to figure out where I am" versus "I don't".
Then we have a misunderstanding on logical arguments then.

There are objective and subjective arguments, Sound/unsound arguments within subjective arguments.

Within subjective arguments, you can objectively reason something to be logically supported. That is, while it is still a subjective argument, it can be quantified to why you subjectively prefer it.

So in this case, I am soundly supporting my subjective reasoning through objective evaluation.

In his case, he is using subjective means to support a subjective position, ie reasoned unsoundly because their reason can not be quantified to any logical means.

Does that make sense?
Last edited by Xenich on March 1st, 2025, 20:41, edited 2 times in total.
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Post by Stack of Turtles »

Xenich wrote: ↑ March 1st, 2025, 20:39
Stack of Turtles wrote: ↑ March 1st, 2025, 20:26
Xenich wrote: ↑ March 1st, 2025, 20:20
You are missing the point though.

We are both making subjective arguments, but I am approaching my position objectively, ie creating a sound argument that is supported by objective reasons to the case.
You're not, though. Your opinions about what maps remove - the "objective reasons" you think you have - are still subjective. You just don't realize that they're subjective because you've been taught, wrongly, that an opinion is better when it's phrased in neutral-sounding terms.

The argument on both sides is still equal - "I like blundering around trying to figure out where I am" versus "I don't".
Then we have a misunderstanding on logical arguments then.

There are objective and subjective arguments, Sound/unsound arguments within subjective arguments.

Within subjective arguments, you can objectively reason something to be logically supported. That is, while it is still a subjective argument, it can be quantified to why you subjectively prefer it.

So in this case, I am soundly supporting my subjective reasoning through objective evaluation.

In his case, he is using subjective means to support a subjective position, ie reasoned unsoundly because their reason can not be quantified to any logical means.

Does that make sense?
I disagree. It's an autistic view of rhetoric which lacks even the understanding of Aristotle's logos, ethos, and pathos.
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Post by Xenich »

Stack of Turtles wrote: ↑ March 1st, 2025, 20:43
Xenich wrote: ↑ March 1st, 2025, 20:39
Stack of Turtles wrote: ↑ March 1st, 2025, 20:26
You're not, though. Your opinions about what maps remove - the "objective reasons" you think you have - are still subjective. You just don't realize that they're subjective because you've been taught, wrongly, that an opinion is better when it's phrased in neutral-sounding terms.

The argument on both sides is still equal - "I like blundering around trying to figure out where I am" versus "I don't".
Then we have a misunderstanding on logical arguments then.

There are objective and subjective arguments, Sound/unsound arguments within subjective arguments.

Within subjective arguments, you can objectively reason something to be logically supported. That is, while it is still a subjective argument, it can be quantified to why you subjectively prefer it.

So in this case, I am soundly supporting my subjective reasoning through objective evaluation.

In his case, he is using subjective means to support a subjective position, ie reasoned unsoundly because their reason can not be quantified to any logical means.

Does that make sense?
I disagree. It's an autistic view of rhetoric which lacks even the understanding of Aristotle's logos, ethos, and pathos.
Its process is self evident.

One argues with redundant support that serves no purpose, the other argues with an supportive reasoning as to its position.

1. I like cake, because cake is good.

2. I like cake because of texture, sweetness, and ratio of wet/dry consistency.

I don't know why 1 likes cake, good means nothing as it is subjective in and of itself.

With 2, I at least know why they like the cake because they have outlined their reasoning in a sound matter.

In the end, neither 1 or 2 is a valid argument, nor is either "right", but one is reasoned well while the other is not.

Past that, I don't know what to say, we will have to agree to disagree then,
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Post by A Chinese opium den »

Xenich wrote: ↑ March 1st, 2025, 21:16
Stack of Turtles wrote: ↑ March 1st, 2025, 20:43
Xenich wrote: ↑ March 1st, 2025, 20:39


Then we have a misunderstanding on logical arguments then.

There are objective and subjective arguments, Sound/unsound arguments within subjective arguments.

Within subjective arguments, you can objectively reason something to be logically supported. That is, while it is still a subjective argument, it can be quantified to why you subjectively prefer it.

So in this case, I am soundly supporting my subjective reasoning through objective evaluation.

In his case, he is using subjective means to support a subjective position, ie reasoned unsoundly because their reason can not be quantified to any logical means.

Does that make sense?
I disagree. It's an autistic view of rhetoric which lacks even the understanding of Aristotle's logos, ethos, and pathos.
Its process is self evident.

One argues with redundant support that serves no purpose, the other argues with an supportive reasoning as to its position.

1. I like cake, because cake is good.

2. I like cake because of texture, sweetness, and ratio of wet/dry consistency.

I don't know why 1 likes cake, good means nothing as it is subjective in and of itself.

With 2, I at least know why they like the cake because they have outlined their reasoning in a sound matter.

In the end, neither 1 or 2 is a valid argument, nor is either "right", but one is reasoned well while the other is not.

Past that, I don't know what to say, we will have to agree to disagree then,
You are stupid.
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Post by Stack of Turtles »

Xenich wrote: ↑ March 1st, 2025, 21:16
Its process is self evident.

One argues with redundant support that serves no purpose, the other argues with an supportive reasoning as to its position.

1. I like cake, because cake is good.

2. I like cake because of texture, sweetness, and ratio of wet/dry consistency.

I don't know why 1 likes cake, good means nothing as it is subjective in and of itself.

With 2, I at least know why they like the cake because they have outlined their reasoning in a sound matter.

In the end, neither 1 or 2 is a valid argument, nor is either "right", but one is reasoned well while the other is not.

Past that, I don't know what to say, we will have to agree to disagree then,
But who cares? Unless you're specifically asking me to find you other cake-like confections you might like, none of that is actionable information. If I tell you I hate cake, you telling me what you like about cake will not make anyone like it or even contribute to a constructive conversation. Agreeing to disagree is all we have.
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Post by Lich »

>food analogy
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Post by Oyster Sauce »

Hold on, I'm confused - which one of you is right again?
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Post by Xenich »

Stack of Turtles wrote: ↑ March 1st, 2025, 21:19
Xenich wrote: ↑ March 1st, 2025, 21:16
Its process is self evident.

One argues with redundant support that serves no purpose, the other argues with an supportive reasoning as to its position.

1. I like cake, because cake is good.

2. I like cake because of texture, sweetness, and ratio of wet/dry consistency.

I don't know why 1 likes cake, good means nothing as it is subjective in and of itself.

With 2, I at least know why they like the cake because they have outlined their reasoning in a sound matter.

In the end, neither 1 or 2 is a valid argument, nor is either "right", but one is reasoned well while the other is not.

Past that, I don't know what to say, we will have to agree to disagree then,
But who cares? Unless you're specifically asking me to find you other cake-like confections you might like, none of that is actionable information. If I tell you I hate cake, you telling me what you like about cake will not make anyone like it or even contribute to a constructive conversation. Agreeing to disagree is all we have.
Well, the core argument that started all of this was really about if a classic MMO could succeed.

I outlined the conditions objectively that provided support that it could within those constraints (ie Pantheon pledge numbers, anecdotal discussion with like players, number of people anticipating M&M for its specific style, etc...)

The objection was that I was wrong, because... "boring, tedious, not fun".

Aside from that, the issue I have with mainstreamers concerning subjective game play arguments is their in ability to expand on their positions.

As I said, I can point to why classic MMOs provide certain elements of game play without using subjective means (fun, happy, boring, tedious). I can describe how they add additional concepts of play and go into numerous details about how they enhance the game play.

In all my discussions with them concerning this topic, I don't remember any who actually presented an argument of any real support other than to use those useless subjective descriptors. They never explain how removing those game play elements, or adding numerous QoL, etc... actually enhance game play, they merely point to everything being measured according to boredom, tedium, and fun, which is meaningless.

Point is, their arguments, subjective yes, but reasoned no.

And that was the entire point to which you quoted and we began our discussion.

Can they do the same?
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Post by Xenich »

Oyster Sauce wrote: ↑ March 1st, 2025, 21:36
Hold on, I'm confused - which one of you is right again?
Nobody is "right/wrong" in these discussions, sound in their reasoning... that is another story.
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Post by Xenich »

NotAI wrote: ↑ February 28th, 2025, 18:46
girls don't fight

1. Anyway, another main issue now in MMOs is simply producing a sufficient quantity of content that is high quality enough. Specifically when making MMOs that are hard. Hardness is not absolute: it is fun when content in which it takes place is "worth" it. It's relative to content.

2. Social community is part of that content, but when lacking, as in modern MMOs, more developer crafted content is required. However, we've reached a point where this costs too much relative other some other investment. Social community has declined too much?

3. This problem never got solved. Relative rates never got matched. Social interaction quality declined too fast. (Developer competence also declined fast but even if it didn't.) A hard game will be played, but only if the content is great. MMOs now have trouble making enough of that content.

(1) This is a tough one, but also a problem I think that is caused by the desire for content to be fast paced. People expect levels to go by quickly, progression to be short intervals of with lots of rewards, maps/GPS so they can quickly find where they are going, bouncy balls and quest indicators, travel to be quickly across the world, etc...

So, a new MMO either has to dump a crap load of content (impractical and costly) or they have to slow the progression (which will cause tantrums). There is no way to compete to that crowd. Too costly to make all that content only to have the player base blow through it in a couple of weeks sitting around complaining about wanting more content.

I posit the very thing these players demand is the very thing that is killing the games.

(2) Similar conflicting problem here as (1). Difference is, solo demands add another layer of content consumption rate and a need for more content.

(3) Ultimately I would say it is the mechanics and designs that aid in this.

Take EQ release and many classic MMOs for instance. The following provided game play, risk vs reward, choice and consequence in many ways, but ALSO slowed progression.

1. Travel

With large zones, slow/limited travel options, players spent a lot of time traveling to destinations. When combined with other mechanics such as corpse runs, no maps so careful exploration, Boat ride times, etc... this created a slower pace.

2. Exp

Exp was very slow which meant players spent more time within the level ranges of zones. People got to know every inch of a zone they were in and they became created many impressions in play, a familiarity and attachment to them. Layer this with camping, rare drops, corpse runs, getting lost, slow skill increments, exploration, travel speed, vague quests that required various drops, testing and searching, and you had a progression that kept people busy and increased time to cap progression.

3. Death penalty

Loss of EXP was harsh, content was difficult, fights were long. Combine this with the chance to lose a level and depending on the player, this could extend time to cap progression as well. Being only bound in a main city resulted in long travel to return to a camp on a party wipe.

4. Down time

Fights were endurance based and recovery was slow. This slowed time of leveling and progression (as well as added the endurance/resource management in fights which including In fight as well as out of fight dangers due to pathers, pops, etc...)

5. Camping Mechanics

Mobs were on respawn timers with place holders, so you had to wait for repops to see if a named would pop, then if it had dropped an item (common, uncommon, rare) which again extended times in play, kept people in zones longer, etc...

6. Group focused, class dependent.

Most classes required grouping to make exp practically. It was flexible, meaning you could do most of the content with varied groups and makeups IF you worked out strategies, but again... group focused and this slowed progression as well as it took time to organize and execute this. Add in travel time, corpse runs, etc... and again.. slowed progression.

Note that all of this slowed the pace of progression which allowed developers to create more content in a timely manner. Most people were not at cap in EQ when the next expansion came out 6-12 months later.

So while content is important, the mechanics and progression of play are key here. Until they somehow are able to get AI to churn out zones like a factory line, the modern expected pace of play will always be at a conflict with this.

Since they can't currently churn out content at this pace, this leaves slowing down the game and introducing mechanics that create a more even pace to allow for development, which... isn't going to happen for the bulk of the mainstream base, they don't want that... and this leaves only gimmicks of the modern MMO era.

That is, what these players want is the very thing killing the game for them.

I am greatly interested to see how M&M turns out. They seem to have the proper development pace and focus of play to solve these problems of modern MMOs, but... it won't appeal to most of the modern players. If what I think is right, they will pull in a certain base and be able to retain it if they balance their progression accordingly.

M&M has a fair sized start goal for release for content, but it is measured by its mechanics and pace. If they end up balancing it right, like EQ, they should be able to release content packs at a pace that provides content according to the average player bases pace.

So we will see how this turns out, but in the end, it won't solve the Modern MMO problem because I will be frank, the problem is the players expectations and currently the business model to attend to it is not practical. So, MMOS are dead for mainstream (outside of older ones milking them with gimmicks).

MMOs for niche though, could be a successful venture... but we will have to see.
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Val the Moofia Boss
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Post by Val the Moofia Boss »

Xenich wrote: ↑ March 2nd, 2025, 00:47
(1) This is a tough one, but also a problem I think that is caused by the desire for content to be fast paced. People expect levels to go by quickly, progression to be short intervals of with lots of rewards, maps/GPS so they can quickly find where they are going, bouncy balls and quest indicators, travel to be quickly across the world, etc...

So, a new MMO either has to dump a crap load of content (impractical and costly) or they have to slow the progression (which will cause tantrums). There is no way to compete to that crowd. Too costly to make all that content only to have the player base blow through it in a couple of weeks sitting around complaining about wanting more content.

I posit the very thing these players demand is the very thing that is killing the games.
The source issue is that the MMO is not facilitating the formation of friendships from the get go. Playing with other people is the core experience. Without that, you are just left with the gameplay which then has to compete with every other gameplay focused game in existence given how easily you can download one off of Steam or the internet archive or wherever and be playing within a couple minutes.
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Post by Xenich »

Val the Moofia Boss wrote: ↑ March 2nd, 2025, 00:59
Xenich wrote: ↑ March 2nd, 2025, 00:47
(1) This is a tough one, but also a problem I think that is caused by the desire for content to be fast paced. People expect levels to go by quickly, progression to be short intervals of with lots of rewards, maps/GPS so they can quickly find where they are going, bouncy balls and quest indicators, travel to be quickly across the world, etc...

So, a new MMO either has to dump a crap load of content (impractical and costly) or they have to slow the progression (which will cause tantrums). There is no way to compete to that crowd. Too costly to make all that content only to have the player base blow through it in a couple of weeks sitting around complaining about wanting more content.

I posit the very thing these players demand is the very thing that is killing the games.
The source issue is that the MMO is not facilitating the formation of friendships from the get go. Playing with other people is the core experience. Without that, you are just left with the gameplay which then has to compete with every other gameplay focused game in existence given how easily you can download one off of Steam or the internet archive or wherever and be playing within a couple minutes.
Agreed, group play is important in that respect and then... on top of that mechanics that slow enough to where people can actually communicate with each other, plan, strategize, etc... Things like dungeon finders, catering specifically to solo content, fast paced action intense play with no breaks or slows, etc... all cater to anti-social results.

Classic MMOs didn't have social problems, even on bare bone servers (EQ Test was quite social and had a very limited number of people compared to production servers).

Even things like class reliance help promote social play, but modern MMOs went away from these things due to demands.
Last edited by Xenich on March 2nd, 2025, 01:07, edited 1 time in total.
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Post by Norfleet »

Xenich wrote: ↑ March 2nd, 2025, 01:06
Even things like class reliance help promote social play, but modern MMOs went away from these things due to demands.
Class reliance does have its drawbacks, though: I can't imagine how a dev would manage to balance it such that all classes are played in the ratios they demand by fiat design. If you need exactly a 3:1 (or any other) ratio of A:B for your group content to function correctly, how do you enforce that players adopt these ratios in the playerbase? If you don't enforce the ratio, one class will become overpopulated, and this will result in a miserable experience for those players. If switching out is then difficult, those players will opt to gripe rather than switch.
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Post by rustys-name-is-kumar »

Xenich wrote: ↑ March 1st, 2025, 21:16
Its process is self evident.

One argues with redundant support that serves no purpose, the other argues with an supportive reasoning as to its position.

1. I like cake, because cake is good.

2. I like cake because of texture, sweetness, and ratio of wet/dry consistency.

I don't know why 1 likes cake, good means nothing as it is subjective in and of itself.

With 2, I at least know why they like the cake because they have outlined their reasoning in a sound matter.

In the end, neither 1 or 2 is a valid argument, nor is either "right", but one is reasoned well while the other is not.

Past that, I don't know what to say, we will have to agree to disagree then,
LOL

oh man did i find me some milk this time
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Post by rusty_shackleford »

now I want cake…
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Post by Wretch »

Sorry this happened to your thread, val. :pipe-hat:
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Post by Wretch »

Oyster Sauce wrote: ↑ March 1st, 2025, 21:36
Hold on, I'm confused - which one of you is right again?
Whoever actually reads these walls of texts is wrong. Whoever just laughs at the size of them or posts unrelatedly is right. :music:
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Post by Shillitron »

Wretch wrote: ↑ March 2nd, 2025, 05:09
Oyster Sauce wrote: ↑ March 1st, 2025, 21:36
Hold on, I'm confused - which one of you is right again?
Whoever actually reads these walls of texts is wrong. Whoever just laughs at the size of them or posts unrelatedly is right. :music:
I go one better. I quote them and reply to an argument they never made but that I assumed they made without reading their post. :popcorn2:
Last edited by Shillitron on March 2nd, 2025, 12:51, edited 1 time in total.
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