Post by Morreion on Jun 19, 2014 18:22:07 GMT -5
The Daily Grind: What are your four pillars of MMO gaming? (Massively)
Stickiness would be my first pick; games need to keep people coming back because they want to come back, not because they feel they must. Community would make my list as something developers should develop intentionally rather than hope it happens offscreen. Setting to me is far more important than story since how seriously a studio takes its setting determines how invested players will be in their own stories. Customization would round out my quartet; our ability to take charge of our character's development, appearance, home, and activities is crucial to keeping us around...What about you? If you were tasked with coming up with the four pillars of MMO gaming, what would they be?
To be brief, mine are:
A Virtual World
A good sandbox can last a long time, certainly longer than a scripted theme park whose content is devoured far more quickly than it can be produced. The world should be large and have lots of things to do- combat should be merely one of multiple ways to play. Players as content beats dev-created content. I put in-world player housing in this category- it's a great long-term feature that gives one a feeling of ownership.
Community
The whole game should encourage social interaction. Group experience bonuses, custom chat channels, roleplay-friendly content (being able to use furniture, plenty of emotes, etc.) guild versus guild warfare which allows for player politics, places like SWG's cantinas where players gather for a definite benefit, every player having a 'drive-by' buff that is useful for other players...
Specialization
I know it's not fashionable these days, but I miss the times when players had a definite role they could excel at and good players were in demand for their skill. I like classes that each have strengths and weaknesses that contribute to groups. I'm not a fan of 'your class does everything' that means everyone is a vague DPS class that is a carbon copy of everyone else and group play is nothing but zerging...if everyone can do everything, nobody is special.
This would also extend to the world. Say certain resources are common in the far east, but rare elsewhere. This allows enterprising players to bring scarce resources to faraway markets and make good money in the process- if they don't lose their investment to bandits and such, or to competing players.
There should be areas of specialization in the world so that the world is not one homogenized blob.
Customization
Player-created content is great, fresh and unique. For instance, allow grandmaster crafters to be able to create their own special items that they can name and give specific bonuses to so that their stuff will be in demand. Allow expert magic users to create their own unique spells with research and special ingredients. It should go without saying that unlimited dye options for clothing and armor is a good thing.
I'm also a big believer in special rewards for those who put in time and effort. Say that players with enough renown can run a village or town (set its tax rates, have certain laws in place, etc.), a powerful guild can run its own zone.
Bottom line- players should be able to leave a small but real imprint upon the world through effort and dedication.
Stickiness would be my first pick; games need to keep people coming back because they want to come back, not because they feel they must. Community would make my list as something developers should develop intentionally rather than hope it happens offscreen. Setting to me is far more important than story since how seriously a studio takes its setting determines how invested players will be in their own stories. Customization would round out my quartet; our ability to take charge of our character's development, appearance, home, and activities is crucial to keeping us around...What about you? If you were tasked with coming up with the four pillars of MMO gaming, what would they be?
To be brief, mine are:
A Virtual World
A good sandbox can last a long time, certainly longer than a scripted theme park whose content is devoured far more quickly than it can be produced. The world should be large and have lots of things to do- combat should be merely one of multiple ways to play. Players as content beats dev-created content. I put in-world player housing in this category- it's a great long-term feature that gives one a feeling of ownership.
Community
The whole game should encourage social interaction. Group experience bonuses, custom chat channels, roleplay-friendly content (being able to use furniture, plenty of emotes, etc.) guild versus guild warfare which allows for player politics, places like SWG's cantinas where players gather for a definite benefit, every player having a 'drive-by' buff that is useful for other players...
Specialization
I know it's not fashionable these days, but I miss the times when players had a definite role they could excel at and good players were in demand for their skill. I like classes that each have strengths and weaknesses that contribute to groups. I'm not a fan of 'your class does everything' that means everyone is a vague DPS class that is a carbon copy of everyone else and group play is nothing but zerging...if everyone can do everything, nobody is special.
This would also extend to the world. Say certain resources are common in the far east, but rare elsewhere. This allows enterprising players to bring scarce resources to faraway markets and make good money in the process- if they don't lose their investment to bandits and such, or to competing players.
There should be areas of specialization in the world so that the world is not one homogenized blob.
Customization
Player-created content is great, fresh and unique. For instance, allow grandmaster crafters to be able to create their own special items that they can name and give specific bonuses to so that their stuff will be in demand. Allow expert magic users to create their own unique spells with research and special ingredients. It should go without saying that unlimited dye options for clothing and armor is a good thing.
I'm also a big believer in special rewards for those who put in time and effort. Say that players with enough renown can run a village or town (set its tax rates, have certain laws in place, etc.), a powerful guild can run its own zone.
Bottom line- players should be able to leave a small but real imprint upon the world through effort and dedication.