5 Ways MMOs Can Improve Community

One of the questions that came up over on Massively recently was “What Do Fantasy MMOs Need?” That is, what, over and above our typical fantasy tropes, are the core set of features or qualities that would make for a better fantasy MMO? It got me thinking, not only about the specific MMO genre, but what draws me to the sci-fi/fantasy genre in general, and the answer came back pretty loud and clear: the sharing of ideas and common interest in what could be with others. With fantasy especially, there’s a nostalgia for home and hearth, somehow threatened that seems to lie at the center of The Hobbit and the early fantasy novels – Wizard of Earthsea, The Black Cauldron, The Sword of Shannara (yeah, I know…) that, if treated ham-fistedly, become cliché pretty quickly. And yet, that doesn’t negate the attraction of the feeling. It’s a wish for community combined with a love of the fantastical, and I think that’s what all MMOs are striving for, and never fully succeed in delivering.

So what are some things that could be done? Here’s a few ideas.

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Our Crazy Pie-in-the-Sky MMORPG Idea

So in one of our infamous brainstorm sessions, we were sprouting MMO ideas, and one of them that came out is one that I’ve seen great examples of in other games – Star Citizen, EVE, The Repopulation, even Star Trek Online, but none of those quite had the hook we were thinking of.  I thought this week I’d go ahead and just toss the idea open to the ether for someone to run with or ignore (my guess is that there are at least a dozen other people thinking along the same lines who have more programming expertise and, more importantly, money to pay programmers.)  Our thought was something of a Star Trek mixed with Battlestar Galactica and Blade Runner – that drive for exploration, but with a real sense of danger in the universe.  Space travel is not safe, but it is necessary. Necessary because earth is dying.

Eos

The Year is 3786 AD and the Earth is dying.  War, starvation, global warming, predation of resources are enough to seal our fate.  But, as if to rub it in, scientists just confirmed the sun is slowly and surely expanding.  The expectation is it will not be long before we go extinct – we won’t live to see the Red Giant because we’ll have killed ourselves long before then; the days are numbered for the human species.  But 50 years ago we found something.  Conspiracy theorists whispered of a discovery by Mars 17 that was quickly hushed up along with whispers of alien artifacts.  Shortly after the announcement of the Sun going Red, the Corporation unveiled a fleet of ships “capable of faster- than-light travel” along with a list of the most promising systems that could support human life.  And they are recruiting scouts…

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Will EverQuest Next Save Us All?

It’s been fun watching the EverQuest Next news and reactions at SOE this year; after several development reboots, Sony finally showed off the latest direction of the venerable MMO title.  For those who are not completely up to speed where EverQuest (EQ) fits into MMORPG history, it was the big MMO on the block after Ultima Online, but before World of Warcraft (WoW).  It was known as EverCrack in its early days due to the addicting lure of a vast world with lots of stuff to do in-game.  Later days brought EverQuest 2, but that wilted before the might of WOW polish and popularity.  EQ and EQ2 have hung in there quietly all these years, while WoW has gone on to become the MMO standard.  But Sony has been working on this new version for awhile now, and last year they announced they were going back to the drawing board with the game, with SOE president John Smedley basically saying it was too much of the “same old, same old.”  Sony wanted to do something revolutionary with the next version of EverQuest, not a simply polish of old engines and ideas.

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Extreme Variety and Imbalance in an MMORPG

Well, I think I’m going to go completely off the rails this week and talk about ways to completely unbalance a game.  A big part of an MMOs development team’s time seems to be taken up with balancing each of the classes in an MMO.  The reasoning behind this is pretty obvious – if one class is “the most powerful,” most players will pick it, and nobody will play those weaker classes.  A good example of this might be the Jedi class in the now closed Star Wars Galaxies.  It was so head and shoulders above the rest of those classes, that Jedi populations skyrocketed.

Partially due to the effort to balance classes, there typically are limits on the number of races and classes made available in a game.  The more races and classes available, the harder it is to keep on those classes in sync and on par with one another.

But what if both those constraints were removed?

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