King of the Hill MMORPG
Feb 6, 2006 twenty five past four pm
Slashdot has a story called "MMORPG King of the Hill". When I saw that I thought "Excellent!", but then I realized I had misread the title.
Too bad. The only thing better than a King of the Hill MMORPG would be a Simpsons MMORPG. That would be oh-so-cool. I'd love to take up residence in Springfield, get a nice house around the corner from Homer. We could hang out at Moe's together, maybe after I'd worked my way up a few levels I could get a job at the Power Plant. This thing is designing itself.
I would be all over a fun MMORPG that wasn't all about banging things on the head with a sword. I'm tired of killing.
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Other people's comments:
Posted by Dogman on Feb 6, 2006 quarter past five pm
The result? People swinging swords at stuff until it breaks. I've never understood the fascination, and I doubt I ever will.
Posted by Glen on Mar 11, 2006 eight am
Posted by eloj on Feb 6, 2006 five to six pm
Posted by spaceship789 on Feb 7, 2006 ten past four am
Maniac mansion would be a good MMORPG, set in the universe of (fantastical) films about high school kids.
Posted by Remi on Feb 6, 2006 six pm
Posted by General Fuzzy McBitty on Feb 6, 2006 five past six pm
There are baddies, yes, but there is no "hero." No over arching story.
Even the simplest table top has that.
Without the story to keep you hooked, you'll eventually hit the highest level, have everything, and be left unfulfilled.
I'd like to see the MMO concept extend to other things... but I'm not sure how it would work.
For one, I'd think I'd like to see an MMORPG that wasn't purely medeval.
(I always thought Archanon would have been better as an MMO.)
I think there are a good deal of things that could be explored that aren't, because no one wants to make a leap.
Yes, there's City of Heroes.... but I'd like to see something beyond that. It seemed like a copout to the question of "Who can be the hero of the MMO?" to say: Everyone.
Or somesuch nonsense.
Posted by David Thomsen on Feb 6, 2006 quarter past seven pm
Oh, right... and there's 'war', both modern and medieval (sans magic).
I was going to try to write about the reasons there is such a limited range of settings for games, but there are probably a hundred articles that talk about this sort of thing more eloquently and knowledgably than I could on the internet already, if I could be bothered looking for them, and in any case you're all intelligent literary gaming people so who has anything new to learn from me?
Posted by Deledrius on Feb 6, 2006 twenty five past seven pm
Unfortunately, the other options (Second Life, There, etc.) seem to be so far in the opposite direction from the sword-bash MMOs that they all tend to be just giant multiplayer sandboxes. A Tale in the Desert leans heavily towards this as well, with some of the limitations of the level-based systems thrown in.
I've been figuring we've got another year or two before someone successfully breaks out of the current mold, but conditions are always changing. I think the ever-rising popularity of sophisticated gaming on consoles may be holding things back for the moment while the game producers are trying to rectify the disparity between possibilities and profits.
Posted by Coop on Feb 6, 2006 twenty five to eight pm
Posted by The_Raven on Feb 6, 2006 five to eight pm
Posted by David Thomsen on Feb 6, 2006 five to eight pm
Posted by Bacon on Feb 7, 2006 half past two am
Posted by Christoffer Hammarström on Feb 7, 2006 five past three am
Posted by David Thomsen on Feb 7, 2006 four am
Posted by jp-30 on Feb 7, 2006 quarter to eleven am
Posted by Oded Sharon on Feb 8, 2006 quarter past six am
Posted by gnome on Feb 7, 2006 quarter to four am
Still a Simpsons MMORPG would be great. A South Park one grater....
Posted by Volker on Feb 7, 2006 five past four am
In my opinion, the ultimate Goal of roleplaying is not being a hero. It is just a way to get "there" - to the good playing. Which is playing out characters and characteristics of different people(s), making them colourful and alive. Agreed, current mmorpgs are not really good to achieve that goal, in WoW (which I play at the moment) one needs lots of fantasy und text to actually roleplay.
On the other hand, if you want to stop killing it might be a good idea, not to start at Homers powerplant...
(Sorry for any mistakes, english is a foreign language for me)
Posted by davemon on Feb 7, 2006 six am
Posted by Ron Gilbert on Feb 7, 2006 five past eight am
Posted by Fandi on Feb 7, 2006 five to seven am
Yes, I would love that.
Posted by Ron Gilbert on Feb 7, 2006 eight am
The most fun I had in WoW was raiding an "instance" with a small group of people. You get too many people in the world and they start to be come indistinguishable from NPC's. I would much rather be in a small world, and better yet a private world where only my real-life friends where.
Real-Life? Huh? Look it up.
Posted by Fuzzy McBitty on Feb 7, 2006 quarter to noon
It was much more fun hanging out with them in the game than it was working through it solo.
I can't see getting into WoW without having at least one or two friends in there.
The problem with PC gaming is that on the whole it's an all or nothing thing in terms of multi-play.
Either you have a large scale multi-play that's got many people, a shooting spree with no story (CS, CS:S, ect.) or you've got a solo game, usually with some sort of story.
It's been a long time since I've seen any sort of multi player co-op on the PC. (At the moment all I can think of is Duke Nukem and Doom in this respect.)
On the whole, the PC game is something that the gamer is forced to expieriance alone... or pay a whole bunch of money to spend time with strangers, who are also spending a whole bunch of money.
I think that it would be interesting to put together a game where a small group of players has to depend on each other's actions to achieve the story.
Like for example if you took a GTA game, but instead of only being one criminal, you and your friends are your own crime syndacate. There could even be A and B parts to missions, 2 distinct things that have to be done in different areas at the same time to achieve the desired result. (This was the first example that came to mind.
Posted by Ron Gilbert on Feb 7, 2006 noon
Ton's of other problems with that model, but I hope designers start exploring something different soon.
Posted by Fuzzy McBitty on Feb 8, 2006 quarter to five am
I haven't played any of the more recent MMOs, but back when I played UO, there was a big problem with urban sprawl.
I'm not sure if other games let you buy houses and castles, but this was a major thing in UO.
Well, there were so many people that just HAD to have houses right next to the cities that around every popular city there was a ring of houses that you'd have to weave through if you wanted to hunt or chop wood.
It lost its feel of realism because of the huge player growth.
Posted by Kroms on Feb 24, 2006 twenty five to noon
How about something like if WoW were divided-up into areas/countries/regions? With restrictions/rules?
Or a simulation, like maps, where only private friends can enter on something like "The Sims"?
Posted by Whup on Feb 7, 2006 ten to nine pm
Nobody cared about getting the most kills, the highest stats etc - everyone wanted to 'beat' the story, and everyone had an absolute blast.
Combine that type of game with a massive ongoing war that allowed us to participate in small distinct battles, and I think you'd draw a nice line between the two extremes you mentioned. You could face off against different (evenly matched) squadrons anytime you wanted, occasionally combining several squadrons for large missions.
On the other hand, I think the Neverwinter Nights style of invidual game servers would work just as well - it wouldn't bother me if I only played with people I knew...
Posted by Joshi on Feb 7, 2006 ten to nine am
Posted by Rodi on Feb 7, 2006 quarter to ten am
It sure is nice to get to live next to Homer, but what about all the other hundred thousand peeps who want to live there? Certain [Korean] MMORPG's allow people to assume more unique roles, but the result is an unbalanced game: one guy gets to be the king of the world, cutting off that experience of other players.
MMORPG's always defeat themselves.
Posted by Fuzzy McBitty on Feb 7, 2006 ten to noon
Everyone wants to be the "Chosen One"... and why shouldn't they? They are in every other type of game that they play?
The problem is that you can't have a story in which every character is the protagonist.
Maybe if people tried to role play it would be different, because it would add an external individuality that isn't in the game.
I don't remember what else I was going to say, but I think it was mostly to agree with the cookie-cutter world. Eventually you're going to expieriance everything in the game, and it'll have nothing to keep you in your seat.
Posted by Whup on Feb 7, 2006 five past nine pm
I'm not sure thats true of all players, or games like 'Call of Duty' wouldn't be so popular. A lot of people just want to feel like they're part of something bigger, rather than the hero that saves the world.
The fun in a game like 'Call of Duty' is in laying down cover fire for your squad, or being rescued by your teammate whilst reloading in the sights of a nazi. It feels realistic (even if its not).
I can't help thinking many of the wannabe 'heroes' are probably the ones ruining it for others, since their sole source of fun in the game is aquiring the most gold, the most kills, or the most fame. I just want to do something exciting with a bunch of friends.
Posted by Rastis on Feb 7, 2006 ten past eleven am
No more "Knights of the old mystic forest of forbidden unicorns" -mmorpg's!
Posted by Andrew Wade on Feb 7, 2006 ten past one pm
Something like that could be given multiplayer pretty easily - though it probably wouldn't be 'massive'.
Posted by Jeff on Feb 7, 2006 twenty to four pm
Posted by P J on Feb 7, 2006 five past seven pm
Posted by Grant Yeager on Feb 7, 2006 twenty five to six pm
Ill just stick to Animal Crossing, even if Ron wont come to my town :p .
Posted by Whup on Feb 7, 2006 ten past nine pm
Anyone care to fill me in?
Posted by Grant Yeager on Feb 8, 2006 twenty five past one pm
Posted by Whup on Feb 8, 2006 five to seven pm
I bought the game on the way home from work last night. From the bit I watched it looked very nicely polished and cute (maybe a little too much so).
As far as swapping friend codes with the wrong people, could you not just switch off your DS as soon as they started messing around?
Posted by Grant Yeager on Feb 10, 2006 five to ten am
Posted by Whup on Feb 12, 2006 twenty past three pm
Thanks - my girlfriend is playing it at the moment, but is a bit confused as to what she's actually meant to do. Having come from adventure games with a clear goal, or a racing game where you have to win etc, I think wandering around is a bit too open for her at the moment. She has dressed the character in a silly blue hat though...
I'm the same. Packaging a Playstation in a handheld doesn't interest me in the slightest. The type of game I want to play lounging in front of an X-Box with a few mates is different to what I want to pick up for 10 minutes as I wait for a bus.
At a glance, the Nintendo DS seems to be receiving more than its fair share of original games (the surgical game using the stylus for example), which is a Very Good Thing.
Posted by Grant Yeager on Feb 13, 2006 twenty five to eleven am
Posted by Ron Gilbert on Feb 8, 2006 half past one pm
Once I get a 2nd unencrypted wifi set up at the house, I'll visit everyone who's emailed me about visiting their town.
Give me a week or so. I'm not ignoring you. I'm just being rude.
Posted by Grant Yeager on Feb 8, 2006 twenty to seven pm
rock on Ron
Posted by smelly on Feb 8, 2006 four am
mmorpgs are dull enough at the best of times, you'd have to have something to do. And how do you get thousands of people into mo's just because homer's walked in, etc etc?
Posted by skunx on Feb 8, 2006 quarter to five am
But seriously, I know there are a couple of pirate MMO's coming out which is cool, but from what i've read about them, they are really aiming low in the atmosphere and fun factor, because they are trying to make it as realistic as possible (based on pirate history).
With a monkey island-like universe on the other hand you could go nuts. Imagine having to assemble a crue of other fellow players and then trying to find the cash, by any means possible, to buy a ship. Then you use the ship to sail to mysterious islands where treasure hunting would occur. yeah you could have a few enemies thrown in, but the game would be more about atmosphere (something many games lack).
You would have interesting and funny characters do deal with ala MI and you could also have great puzzles (suited for MMO gameplay) for numerous things like finding pieces of a map that would then reveal an island (and island that wasnt there before) which would then lead you to the island where more puzzles occur, all that while having ship battles of some scale (not too serious but fun!).
Or you could just go down to the Scumm bar and auction off ur new three-headed monkey for some grog. Maybe forge treasure maps and sell them as originals to unsuspecting players, spit contests, grave digging!,
The possibilities are endless...wouldnt you agree Ron and the rest?
Posted by Threepwood on Feb 9, 2006 twenty five past six pm
http://www.puzzlepirates.com/
If any of you decide to check it out you can find me on the Cobolt ocean under the name Threepwood. (I look almost exactly like Guybrush from MI2... his best look in my opinion.)
Posted by James Casey on Feb 14, 2006 twenty five to six am
Posted by skunx-some designer on Feb 16, 2006 twenty to five am
It doesnt have to be Monkey Island (although that would add even more depth but considering LucasArts is spending whatever talent they have making more and more StarWars based games I doubt it - geez all those cool franchises and the best they could do is a semi-sloppy MI4 and cancel and lose the Sam n Max game which hopefully has fallen in the right hands now...), just as long as its a cool piratey universe that doesnt take itself too seriously but at the same time can bring all that atmosphere of the era into the game.
Posted by Fish-Guts on Feb 8, 2006 half past six am
It seems to me that Real Life (tm) has a solution to the "everybody is a hero" problem: people self-organize into towns, cities (small & big), and countries. For those who desire fame, it can be attained at various levels: big-fish-in-small-pond (hero in a small town), small-fish-in-big-city, or for those truly outstanding or ambitious, big-fish-in-big-country.
Do *M*MORPGs have any concept of this? It would seem trivial (to me) to organize online (e.g. WoW) communities into different sizes (town, small city, big city). Hero stats could be posted for each community, allowing for hero fish of many sizes. Players could form new communities (which adhere to in-game rules), and membership to each sub-community (town) would require the new player to bring some skill. Towns could have elected leaders (or even dictators ... after all this is fantasy.) Towns could be visited by any player, but "living" in them would be restricted to those in the sub-community. Most importantly, towns could have halls which posted those who were most heroic (Xbox 360 Live apparently has more complex scoreboards ... this could be mapped to the town). To me this seems different from forming sub-communities around raiding parties or guilds, but maybe I just don't know what I'm talking about.
Even better, towns could have "sports teams" and compete in bash-up games (with no real player death).
Is anything like this going on? Is seems like this too-many-heroes problem should be solvable in*M*MORPGs. (I do like the idea of a MORPG, though.)
Posted by cordsie on Feb 9, 2006 five past three am
And therein lies the problem. If I play a game that will, through whatever mechanic, allow me to rise to some kind of exhalted status in the community, you can be damn sure that I'll be competing against hordes of people who have no issue with spending 23 hours a day playing the game to the exclusion of everything else in life. I'd love to jump into a game and be a bastion of a local community, but I'm not about to give up my entire life for the cause.
Design a game when I can achieve this in hour long chunks, and you'll have me.
Posted by Whup on Feb 9, 2006 half past three pm
How about enforcing those hour long chunks? Thats always been the biggest issue I've had with the likes of WoW. How the heck can I compete with the 15yo kids that can spend 20 hours a day in the game world?
The other way around it I can think of is to remove any inherent advantage in spending time in the game world, perhaps by giving all players a daily 'allowance'. No matter how long you spend playing, you'll only get as much cash to spend as the next guy. Let the games rewards come from the satisfaction of solving puzzles, exploring wilderness etc.
The other upshot of this is no more tedious jobs to earn enough money/levels to compete. The last thing I want to do in my spare time is an hour of tedious fishing/hunting rabbits just to make some gold.
Then again, I'm not looking for a game to provide me with a power trip...
Posted by Rodi on Feb 11, 2006 five to two pm
Posted by Ron Gilbert on Feb 12, 2006 four pm
Interestingly enough, the designer of Empire was Peter Langston, the original head of Lucasfilm Games.
Posted by Fuzzy McBitty on Feb 14, 2006 half past four am
What if I couldn't play all week because of Real Life (tm) but had a weekend free and wanted to play for a 5 hour stretch?
In the case of people who can't play often, this alotment might actually lessen the amount of time they could actually gain points.
I LOVE the idea of the game mimicing real life.
I think it'd be great to have a small town system. (It would be really cool if you could build an army and try for conquest.)
Usually MMOs have places that players are "safe" to some extent.
I'd like to see player run towns with players keeping the peace.
Posted by Thor on Feb 8, 2006 twenty past four pm
In real life, if you need to know how to do something, good luck asking random strangers. They'll just gang rape you and steal your sneakers. That's why search engines were invented. Google never stole anyone's sneakers.
I'm not going to play another MMORPG until they come with a search engine embedded within the game. Come to think of it, a Hichiker's Guide to the Galaxy MMORPG would be perfect for this. New players could set out armed with a copy of the Guide (and a fresh towel.)
Posted by m0 on Feb 8, 2006 quarter to six pm
Posted by The Hitchhiker on Feb 9, 2006 quarter past four am
Monkey Island would be seriously cool too.
Btw, this is my first post and I'd just like to say; Ron, you are a GOD for Monkey Island... I can't count the hours of my life that have been whisked away to a better place by that series.
Posted by cordsie on Feb 9, 2006 ten past nine am
Posted by StewyXcorE on Feb 9, 2006 twenty five past four am
couldbe a hero if you wanted to, or just bum around joining groups, doing jobs pretty much like WoW i guess but hosting your own server with people you know and would rather game with rather then a bunch of people going ' LOLZ j00 g0tz 0wn3d n00b!!11 kikikikikik m4d 5k1llz'Having a 'search' in it would be alot more user-friendly so you wouldent have to go around asking people that dont want anything to do with you about a simple action
Posted by One Eyed Falafel Guy on Feb 11, 2006 twenty five to six pm
The possibility of people dating on-line with their virtual characters... Forget your friends, your family, your pets, your school, your job and all the other reasons for leading a healthy out-doors social life!
And society recieves another uppercut!... brilliant
Posted by The Hitchhiker on Feb 12, 2006 half past three am
"THE SINGLES ONLINE! FORGET YOUR FRIENDS, YOUR FAMILY, YOUR LIFE! IT'S THE FIRST VIRTUAL DATING SERVICE WHERE YOU CAN SEE THE PERSON YOU'RE DATING... personsreallifeappearancemaydifferfromthatseeninthegame."
.... tasteless... i know...
Posted by Undaunted on Feb 14, 2006 five to six pm
:<
Posted by MonkeyIslandFan on Feb 12, 2006 twenty five past five pm
Posted by PissedOffMonkeyIslandFan on Feb 14, 2006 twenty five to four pm
Posted by steven on Feb 12, 2006 twenty five past eleven pm
Posted by Jabberdau on Feb 14, 2006 twenty five past five am
No the real problem lies in the fact that all these games have certain goals of leveling your character. ONLY that are rewarded. The game EVE could be summarized: Get gold - get bigger spaceship - get even more gold - get an even bigger ship.
This is the first problem that should be adressed if mmos shall be different in the future.
When I played UO on a private server the most memorable moments where not the slaying of monsters but the social events I did all the other time. The leveling and skill gaining is simply just an excuse to be there in the first place. I ´d rather have 3 friends over to my house where we tell stories, do silly things like having a party drinking virtual beer (!) or do SOMETHING ELSE than slaying monsters.
On this small server I played there where generally about 300 people on at peak times. This was a fine numer since you kinda had an idea of all the major players. There where kind of celebrities, or people of which everyone else knew. This part I liked. I liked the bartering on the official barter channel. I liked the fact that you could dress up in silly clothes, bake a cake and have a grand party if you wanted to.
The other mmos I´ve played since have had none or little of this. They don´t inspire people to do something else than slaying and gaining combat levels. This must be adressed. Give people the tools to do something different and they will use them. The goals of the game must be re-thinked and defined.
Try and sit down grab a piece of paper and write down what kind of things YOU would like to do in a game other than combat. What would be FUN to do with your friends? What do we usually do in real life when we are together? How can we mimick this in this alternative universe in a fun manner? Real life is the inspiration of where our ideas come from in the first place. The Sims is popular for a reason. People can very easily relate to something similar in their own lives with this game...and then manipulate this alternative universe in whatever way the want (well sort of). Thats fun, because you can relate to it.
Now get cracking on some new ideas, and no swords please!
Posted by Vincent on Feb 16, 2006 twenty to noon
Other than that, I think one of the main problem with MMORPGs is that they're not built to be fun, they're built to be ADDICTIVE. For some, they're the same thing, for others (like me) they're not. If your business model is to keep players playing for as long as possible you want things that are repeatable as much as possible. Having quests with the story and puzzles that have the same level of detail of Monkey Island doesn't fit in there, as you'll typically only do that once. It's not worth these companies' time to invest in developing them (or so they think). Of course, the other problem is that these type of quests are typically a single-player activity anyway (though that doesn't necessarily need to be the case).
Posted by Bacon on Feb 14, 2006 half past six am
I'd like to ask anyone if they know of any MMOGs that use this idea and extend as a core gameplay mechanic? I was tinkering with the idea of designing (and just designing, really, starting a working games business is not on the cards for me) a MMOG that doesn't use any standard leveling techniques, but where the basic advancement mechanism is that of gaining influence over NPCs using gossiping and helping/lying about/etc. the NPCs and the other players.
The setting for this could be basically anything, a big corporate office, a tropical island, whatever, but the point is that a player gets rewarded for their time spent not by assigning arbitrary numbers to things, but through the development of specific character relationships. If a player has been in the game world for long enough, lots of NPCs are on their side... although equally they will have had a chance to make lots more enemies ...
EVE sounds a bit like this, except the key for me is the complexity of the AI in the NPCs, so that they make a bigger difference to the progression of the game events, and thus are more likely to attract attention from the players.
Posted by HeyCool on Feb 14, 2006 twenty five past eight pm
Posted by Me2 on Feb 18, 2006 five to seven pm
Posted by m0 on Feb 20, 2006 five to nine am
Posted by some fat elvis lookalike on Feb 22, 2006 five to five pm
Posted by Hanuman on Feb 23, 2006 quarter past three pm
Posted by HeyCool on Feb 25, 2006 twenty five to six pm
Posted by BillB on Mar 16, 2006 twenty to nine am
"Old West". Sixguns, gambling, dens of ill repute. Etc. Probably would catch flack if shooting "injuns" was involved, however.
Something pirate related. Yarrrr..
Fallout MMORPG. I'd pay 4x the going rate to play that one. Post-apocalyptic ftw. Seems so natural...
Neuromancer/cyberpunk. It's been done, but it's been done poorly.
Now if they really want to rake in the bucks, master the concept of micropayments for "fluff" vanity gear. Yeah you still have to earn the uber weapon, but if you want a pink stetson, let them pay for it in real dollars.
Make it cool enough, and they will.
Posted by Durang0 on May 25, 2006 eight am
And as pathethic it may sound many of us feel pride and honour when ones name gets known to alot of people (you have a lot of exp, equip, frags, wins, belong to a clan, whatever). And it's that wanky feeling that keeps many people playing these games.
Ever played diablo (2) with a couple of your friends? It's fun for a while but then you start wanting more challenge, more people to trade with, and eventually you just quit or start playing the battlenet.
What I'm trying to say is that if you were to drop out the first M, you'd have to think of something that keeps players playing. Otherwise we're looking for a short lived game.
But by all means Ron, experiment your ideas if you get the chance :) . I'd certainly buy them.
Posted by lalalala on Jun 17, 2006 five to three pm