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Our Generation
Our Generation
Published by Pirotess
11-03-2005
Our Generation

I've been gaming for years. From Zaxxon, on my fathers TRS-80, to Phantasy Star on my Sega Genesis. Then Ultima Online for a year, Everquest for 5 years, EQ2 for 6 months and now World of Warcraft for the past 6 months.

During my stint in MMO's, I've been a Guild Leader for the majority of that time and responsible for keeping a group of 75 or so other gamers productive and having fun. Generally, that's been easier than you might expect because games, like Everquest, actually had some very interesting content and mechanics that could keep us busy for a good portion of the time we spent playing. Recently, however, games like EQ2 and even WoW, to an extent, have been less successful in keeping gamers attention for even a fraction of the time. Why is that? What changed? Was it us or the games? In truth, it's probably a little of both.

The saying "The journey is more important than the destination" bears some truth in the MMO genre. Think about it: In each MMO you have seriously played, what happened as soon as you hit the level cap (destination)? Thats right; you started getting bored with the game even though, just a few weeks ago while you were leveling, (the Journey) you couldn't be seperated from the keyboard, short of a natural disaster. Once that destination was reached, however, your time in game gradually started to decline since you couldn't find anything to do that you hadn't done 30 times already. Lets face it, people can only handle doing the same thing over and over for so long before losing interest.

Its simple human nature. If people aren't learning and experiencing new things, they'll go somewhere they can, even if that "somewhere else" is another game. Developers of tomorrows MMO's would do well to keep that in mind because, unfortunately, todays games seem to have missed this simple fact, and its showing! To be successful in todays MMO market, a MMO must keep their players busy in multiple ways, especially when they are max level.

One such way is character development. Above all else, a successful game must never let a player's character stop developing. The absolute number one largest draw in MMO's is character development. I don't care what people say about socialization, competitiveness or any other criteria used to explain what keeps them playing a MMO. In the end, all of those myriad of reasons rest on the foundation that is character development. For example, in Everquest, the Magelo and EQrankings services were a huge success. Why? Because they provided people with a place to brag about how well they had developed their character and show off why their character development skills were better than their peers. Sure, that plays into the competitiveness I mentioned earlier, but without uncapped character development, those services would never have existed because everyone eventually would have turned out the same. Where's the fun in that?

Many games have approached destination character development in different ways. Everquest's model of Alternate Advancement Experience (AAXP) was one of the more successful systems. It kept people grouping and adventuring, a core strength that most MMO's implement well. This, in turn, kept people engaged once they reached their destination. It allowed them to continue to measure the improvment and progress of their characters in the traditional way, although they could no longer level.

Other games, like World of Warcraft have relied on PVP and faction farming to a much less successful extent. Unfortunately, unbalanced server population removed the PVP destination option of character development before it could even be experienced for many. Even if PVP was available as an option, there usually was only two different venues to practice it on, and I've already touched on the fact that people can only handle repetition for so long before losing interest. This resulted in just a handful of single group dungeons and faction farming to keep people busy.

Everquest 2 seemed to have even less destination options than its predecessor or competitor. Upon reaching their destination in pre-expansion EQ2, players had Heritage Quests to work on, rare crafting materials to harvest and just 3 or 4 zones to adventure in. This lack of options resulted in some serious wide spread and game altering changes being patched into the game to the point that todays version of EQ2 isnt even recognizable to those who played it originally. Unfortunately the game is locked into what could be considered a flat spin as the developers add more and more features that remove the difficult parts of the game and replace them with what are essentially freebies. This, in turn, makes more players bored as they reach their destination faster and find limited choices available to entertain themselves. For example, I recently read that 25% xp bonus potions were being given to long time subscribers to help players level even faster to the games destination. Can you even imagine seeing something like that being implemented in Everquest during its first two years?

Lets look at the situation a little closer.

Why would a business want to expedite someone's journey to their destination when the destination is already known to be lacking content? What will keep people busy when they aren't raiding, assuming that raiding is even an option to begin with. Unfortunately, some people dislike raiding, just as some people dislike PVP with a passion. Because of that, in my opinion, companies would do well to focus on destination options that directly contribute to the continued development of a player's character with systems like AAXP. At the end of the day, the MMO who keeps its players actively building their characters in MEASUREABLE ways the longest is the MMO who will be the most successful.

The Easy button


Another problem, which is even more insidious than what we just discussed, is their adoption of the Staples "Easy" button. In short, games have been getting easier and more user friendly at an alarming rate for the last 3 or 4 years. From mechanics like the Plane of Knowledge in EQ to the silvery cord pointing out your corpse in EQ2 to the various interface mods in World of Warcraft that almost play the game for you, there are very few mechanics in games these days to keep players on their toes. Sure, there's a very solid business reason for this: Companies need to appeal to the widest audience possible to sell the most accounts and keep them active. Unfortunately, this same business practice is responsible for driving away the core gaming populace who enjoys being challenged. What's worse, that same group of gamers often ends up accounting for the majority of a companies long term revenue. Hopefully gaming companies start to realize that fact and adjust accordingly.

The scariest part about the "Easy" button effect is that it's contributing the most to the erosion of our gaming experience. Gamers are getting dumber and lazier as you read this. Read that again if you need to, because its true! Games, of late, have been doing everything possible to make the character development process, that core reason why we play MMO's in the first place, less tedious. Doesn't that sound counter productive and like a bad business decision to you? Ultimately, a company wants to keep people playing for as long as possible, but lately they seem to actively be shooting themselves in the foot.

Take Blizzard, for example: The leveling curve they implemented in World of Warcraft was extremely shallow, resulting in people reaching their destination in as little as two weeks. Blizzard claims this was by design because they wanted people to experience all the cool stuff they had planned at the level cap. The result? A bunch of bored players farming Molten Core and playing Warsong Gulch CTF for months until Blizzard could rush out Black Wing Lair for people to grind on. If you dont believe me, ask Blizzard. They've reported that they see major spikes in subscription reactivations each time they patch new content. Wouldn't it be better if people have enough reason to play that they never let their subscription lapse in the first place?

Which brings us to todays veteran MMO gamer. We've changed just as much as the games we played have changed. Gone are the days of being noobies running around East Commons and getting eatten by the griffons. Today we've seen it all and if we havent we've heard about someone else seeing it all. These days we want a game that can challenge us, gives us multiple real options when we reach our destination and doesn't try to be all things to all gamers. I'm sure everyone has heard the term "Jack of all trades, master of none" and it pretty much applies to the MMOs of today. Trying to do something for everyone just means you won't get any one thing just right. That results is a flat, uninspiring game that won't keep any significant number of games held captive for very long.

So is there hope? Some. A few people, including myself, think so. What gives us this hope? The game Vanguard: Saga of Heros which is being developed by Sigil Games Online and published by Microsoft. Vanguard is shaping up to actually be a refreshing step back, even as it takes steps forward into the third generation of MMOs. The game promises to bring some of the difficulty we grew up on back to the genre instead of handing things to us on a silver platter. Its developers are looking to challenge us, as gamers, to improve our skills instead of allowing them to atrophy with automatic mechanics or unimaginative features. Gone will be the days of hitting "autoattack" and going /afk to get a coke. Encounters will require you to perceive what a monster is doing and react accordingly to prevent almost certain destruction.

Recently, Oloh, one of Vanguards Beta 0 testers, was allowed to explain some of the mechanics that will make Vanguard different and more difficult than its predecessors. Openings, bridges, finishing moves, perception, counters, just to name a few, will contribute to keep us alert and participating in Vanguard at all times. Even more exciting is, as our groups grow, so, too, will our options for reacting to our peers and foes almost exponentially. Do you counter your foe's incoming lightning bolt, or do you pull your partner out of its path? Do you shove your opponent, sending him to the ground so your partner can stab them in the chest, or do you send a brief jolt of magic towards your partner and just let them use the magic's momentum to spring a deadly attack? All of those questions and more will be asked by Vanguard's players everytime they engage in battle. The exciting part is these mechanics will seperate the skilled players from the ones who have just been riding other players coat tails in other games and really force both groups to step up their game.

I, for one, am looking forward to Vanguard for that reason alone. I sincerely miss pulling in Sebilis until my cleric was crying for mana and locking down 6 or 7 mobs at once and living. That the game has so much more to offer me is just icing on the cake. Be it diplomacy, crafting, city building, raiding, PVP or just exploring the vast world of Telon, Vanguard should bring us back to the days before the easy button and thats just fine with me.

If you would like to discuss this article, please respond here in this thread. Registered users can post comments below this article by clicking the comments icon on the left side and below this article. We'd love to hear your thoughts!
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  #1 (permalink)  
Ericsson on 11-03-2005, 06:09 PM
Re: Our Generation

What a wonderful article. Even just remembering the trash 80 on my trips down to radio shack when I was a kid was worth it. Thank you for reminding me just why I am so eagerly awaiting Vanguard.
I'm so sick of things being easy, and while I do enjoy EQ2 tremendously, compared to EQ it is like riding the short bus. I don't want a silvery rope showing me where my corpse is. If I'm caught daydreaming I want to have some consequence to it.
Love the article and again thanks, can't wait for Vanguard!
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  #2 (permalink)  
Aredhel on 11-03-2005, 06:36 PM
Re: Our Generation

The whole time I had my magic pencil out, I wanted to my own thoughts.

This article is quite dead on, imho! When they had that huge get together a few years ago of Blizzard, SoE, umm...a couple others...where they were talking about the direction MMO's would be taking in the upcoming years, my heart sank! I could see the writing on the wall, and it's indelible black ink now.

Except for one bright, shining star that we are hanging on to now, VSoH!

I have also been a GL of a couple of guilds over the years, only we weren't raid guilds. It's SO hard to keep a casual guild casual when a game company starts changing the rules on ya and you HAVE to grow to succeed in any possible way. That's when you lose players and friends and the drama increases to magnanomous porportions. So sad...so terribly sad. Our guild in EQ is flat. As I told one friend who had returned, we can't even field a raid on D'Vinn now. In EQ2, everyone is going every which way trying to see everything and many of our guildies are left in a field somewhere looking for a group. That's NOT why you join a guild, and in EQ2, the guilds started off with a "do or die" attitude, so it may be the same ppl, but surely not the same mentality!

umm...ok...I'm writing my own article now. But you get my drift.
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  #3 (permalink)  
Gardomyn on 11-04-2005, 03:40 AM
Re: Our Generation

First of all, great article ! And I apologize if my English seems awkward from time to time but here's what I wanted to say.

There's one thing I'm totally agree with. I'm not sure we can put all the players in the "Character Development and Competition" box. Maybe I didn't well understand, which is quite possible , but for you it seems linked.
I'm pretty sure a lot of players don't care about their rank in a list or in an other.
I think it's more a question of culture than anything else. Some players like that some don't care.

Where I am agree with you is that we are indeed talking about RPG, which all about character development. And the journey is far more important than the destination... this is absolutly right.
And we don't have to reach the destination quickly. Let us play the way we want and at the pace we want... MMOG shall be all about freedom and not linear progression...

The problem with character development in a multiplayer environment is there will always have people who will seek to be the first in everything... The first to find an item, the first to be the max level in a class, the first to be the first in all things... well, it generates competitiveness...
As I am not a competitor, it always bugs me a little but well, like I said I think it's more a cultural thing than anything else... and everyone should find his place in a MMOG !

But character development is also a way of building a character not only in term of statistic... In EQ, I guess we were more "attached" to our character than in any other game... I'm not sure if it's the same thing for the others but that's what I'm feeling now...
I didn't care to cancel my account of EQ2, Neocron, Ryzom and so on... But how difficult it was to cancel my EQ account even when I didn't find anymore pleasure playing the game...
Why ? because my character had such a background ! It was a difficult game but it built my characters... There were more concrete than ever... I'm missing those feeling...

Anyway, the problem is... one day... (it can take weeks or years (speaking for myself here )... we will reach the destination...

AAXP was a good idea but still a subtle way of providing progression...
I think that the content must be here to allow us enjoying playing our characters.
There must be some room for creative ideas and let the player just experience new things... Be at top level could mean that as well...
The reward is to experience thing others can't at the moment... It could be raid stuff, it could be something else... Don't ask me why, I didn"t think about it...

However, what I like in Vanguard is that it obliges us to rethink the way we played MMOG... The adventure sphere bring some new ways of playing our character... but the 2 other spheres and especialy the Diplomacy one bring new ways of developping a character in a massively multiplayer context...! Even the crafting sphere seems challenging !
Of course, there is always the "level" feature to represent our development, so it will generate competition among a certain population of players but well, it will be great to at last experiencing new feelings of achievment !
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  #4 (permalink)  
Maska on 11-04-2005, 05:14 AM
Re: Our Generation

What an excellent article !

You have articulated most of my feelings regarding the MMORPG experience. Since leaving EQ to play EQ2 and WoW I have watched many players rush through the levels to achieve the destination and constantly questioned why they would want to do this. For me the whole point of an MMO is to experience as much as you can from the world. Developing and evolving my character much as a child grows to adulthood.

Why skip the fun years ? Yes end game raiding is fun but soon becomes repetitive and unchallenging when you have to repeat it over and over again to get newer guild members up to the same point, or where the game is lacking in end game content.

EQ gave us AAXP and time and time again I find myself playing WoW and wishing I had that. It really makes things more rewarding to know that you are getting a step closer to the new discipline or skill that will improve you as a warrior or a druid etc. Instead I find myself watching the reputation bar grinding painfully forward knowing that by the time I get the required reputation the items I will be rewarded with will be no or very little upgrade value to me.

Once when playing EQ my young son accidently hit the keyboard while I was logging in and deleted my character. I was in tears - this was 8 months of my time, my personality and my creativity wiped away with a single key stroke. Luckily they were able to restore her. I didn't / don't get that same feeling of concern for my EQ2 or WoW characters - if they got deleted I would probably just think cool I can save some money. They are a filler until the next real MMO comes out.

So like you I am waiting patiently for Vanguard and praying it will live up to expectations. I am looking forward to the chance to be challenged as a player, to know that I am growing a character that is an extension of me and at the same time improving my own MMO gaming skills.

I want to thank you for writing this article and bringing some very bitter sweet reminders of what I am missing in my gaming life.
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  #5 (permalink)  
Greymain on 11-13-2005, 10:52 AM
Re: Our Generation

Another long term player -- I go back to the 1970's!!

I never played EQ1 but have had a great time playing Helbreath, AC2, Horizons, less fun playing EQ2 and WoW.

Odd is it not that the best games were financial disasters!! They failed or are failing due to bugs and mismanagement not design.

What was their strength?

They encouraged and enabled Guilds and none specialised groups. Simply put I could and did play with all the 150 members of my guild. regardless of level and class. We helped each other, guild crafters equiped guild members. High level players grouped with new players. We had time to go swimming, have parties, sit and watch the sun go down.... playing was fun.

In WoW and EQ2 you are graded by level and class. I was appalled at wasting a whole nights play LFG. My guild which had benn formed in AC2 moved en mass from Horizons, disintigrated and moved on to WoW.

I cling to Brads announcement that Telon is a game world which will be a place to live rather than a game zone.
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  #6 (permalink)  
tianya on 11-13-2005, 12:25 PM
Re: Our Generation

Thats ok i was always lfg in eq,i think i put more hours into lfg then into raiding with guild and i raided alot.But i think most people knew i was picky but also rangers were really not needed anymore like they were in the past,they dident need us too pull anymore,then GoD came about and thats about when i quit,thats when rangers were seeked again but at that time i was totaly dissapointed in the game,i was let down big time but now with the guys a sigil,i think they gonna make me happy again and i can play a game that will make me lose myself for hours on in
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  #7 (permalink)  
Morgore on 11-16-2005, 12:49 PM
Re: Our Generation

Awesome article.. I couldn't agree with you more..
My hope is that designers of V:SOH read this and understand that we, the dedicated gamers, don't want or need an "easy button". Keep it hard.. make leveling a challenge I don't want anything given to me in this game. Ok.. maybe a few freebies to show I am appreciated..lol.. but nothing more
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  #8 (permalink)  
Pirotess on 11-16-2005, 12:55 PM
Re: Our Generation

I think Sigil has a good handle on keeping the "easy button" out of the picture. I just hope they can stick to their guns. If they can, they'll have a long term customer from me. Thanks for all the posts in response folks. Its always good to see some healthy discussion here on the Vanguard Spheres forums.
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  #9 (permalink)  
Plisskenati on 11-24-2005, 03:40 AM
Re: Our Generation

Excellent article. All my thoughts exactly in a way I could not. I hope that the "powers that be" designing Vanguard keep the "EASY" button out of our grasp. That EASY button is killing other games as we speak.

They have almost trivialized death in EQ2 right now. Man I can remember EQ1 and the fear that my guildies and I had of dying.. but it kept us on our toes and made up better player. There was nothing like getting the group togather and heading off to somewhere that we knew we had no place going at our particular level. It kept you alive. And lets not forget the corpse runs...

I had a good guild as well. We were not "uber" and we didn't know all the short-cut macros that everyone else did. We had all levels and character types. We all helped each other out. Rangers like myself would help out the crafters by going out and using our "foraging" skills to get them the supplies they needed. Our Necros were always on standby to "summon" a corpse when ever something bad went down in a zone and a corpse run was just too dangerous. We always had a shortage of clerics, so things fell to the Paladins and Necros.

It was about setting goals for your characters and the guild and then achieving them, not worrying about what the "other" guild down the street was doing, or how many "uber" level characters they had. Don't get me wrong, I like to level and get the better "toys" more than anyone else.. but I like to "earn" it.. not buy it with some "ilegal" plat I got off some website. For me, its about setting goals and achieving them. Then sharing those accomplishments and experiences with the newer players. I met this high-level ranger once I he had some of the coolest armor I had ever seen. I met him outside of Blackburrow(EQ1 guys know what I'm talking about). He was out showing a new player some of the sites. We spent about an hour just talking about what he and some of his guildies did to help him get the armor. We talked about the tactics they used and he gave me some insight on how to play my Ranger. To me, him doing that was just too cool. Anyway....

Ahh, let me stop.. I could go on and on. This just goes to show how excited I am about the possibilites of Vanguard...
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