by Warren Magnuson Emarr » Wed Oct 19, 2005 1:54 pm
First issue that needs to addressed is community policing and anti-griefing. As much as people claim they are against instancing and how much fun it was to race to a mob and kill it before your rivals got to it, it was usually only fun once you were the one that came out on top. Issues of kill stealing and camping and training..... non-PVP EQ didn't have the worst of the griefing (corpse camping, bind point camping) as other PVP games did (ultima online, PVP EQ) but these issues drove everyone from players to GM's to distraction.
The primary problem with creating a persistent MMORPG world is lack of real world consequences for people who break rules that normally shouldn't or couldn't be broken without severe repercussions. And for those people that claim that griefing add fun to the game, compare the number of people who play DAOC, PVP-EQ, Shadowbane with the number of people that play Everquest. The numbers aren't even remotely close. Even games that are designed for PVP are eclipsed by games without. Without a functioning crime, law and punishment system, griefers will simply drive away players (customers) which is bad for business. The key is not to create a game that caters to everyone, but to try to satisfy the majority.
Other issues that need to be addressed is, variety, also known as Content. People get bored of the same thing over and over again. Everything should be added, nothing should be ignored, the more things there are for people to do, the better.
-Quests
-Tradeskilling and Trading
-Fighting/Adventuring
-Roleplaying
In each of these categories, there should be a number of different ways to achieve them and each should have their own form of built in rewards. All of these games can be broken down into a simple equation of time and resource management. People ALWAYS want to feel like they are progressing towards something and their character should not be left behind. One of the biggest stumbling blocks to roleplaying was, if you roleplayed, your character stagnated while your friends were levelling much faster and beyond your ability to continue to adventure with them.
Time spent = rewards gained or lost. For most people, levelling was the ideal tracker for this sort of thing, it was the most direct measure of how powerful your character was or could be. People didn't want to spend time tradeskilling, trading, questing or roleplaying for insufficient rewards. For a game to be successful in all venues, rewards must be raised across the bar to equal that of fighting/levelling which is universally the most time efficient means of gaining power and gaining gear. A note about adventuring and combats... you need to have a good to awesome AI and ways to make combat interesting, evolving without making it reducable to a macro and without making it a twitch reflex game.
While there are specific ideas on how to solve or resolve each issue facing a new game on the market, I'm getting hungry so this will have to be it for now...
Regards,
Warren