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	<title>Comments on: The squandered potential of MMOs</title>
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	<link>http://www.frogdice.com/muckbeast/game_design/the-squandered-potential-of-mmos.html</link>
	<description>Game Design, MUDs, MMOs, and Virtual Worlds</description>
	<lastBuildDate>Thu, 09 Feb 2012 18:34:32 -0500</lastBuildDate>
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		<title>By: Gas Fireplaces</title>
		<link>http://www.frogdice.com/muckbeast/game_design/the-squandered-potential-of-mmos.html/comment-page-2#comment-8069</link>
		<dc:creator>Gas Fireplaces</dc:creator>
		<pubDate>Sun, 22 Jan 2012 03:15:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=362#comment-8069</guid>
		<description>Thanks for the different tips contributed on this web site. I have seen that many insurance carriers offer consumers generous reductions if they elect to insure multiple cars with them. A significant volume of households have several autos these days, particularly those with older teenage youngsters still residing at home, plus the savings in policies can certainly soon increase. So it makes sense to look for a bargain.</description>
		<content:encoded><![CDATA[<p>Thanks for the different tips contributed on this web site. I have seen that many insurance carriers offer consumers generous reductions if they elect to insure multiple cars with them. A significant volume of households have several autos these days, particularly those with older teenage youngsters still residing at home, plus the savings in policies can certainly soon increase. So it makes sense to look for a bargain.</p>
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		<title>By: cairns</title>
		<link>http://www.frogdice.com/muckbeast/game_design/the-squandered-potential-of-mmos.html/comment-page-2#comment-8017</link>
		<dc:creator>cairns</dc:creator>
		<pubDate>Tue, 03 Jan 2012 08:25:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=362#comment-8017</guid>
		<description>run this page through google translate for a giggle. They FAIL bigtime</description>
		<content:encoded><![CDATA[<p>run this page through google translate for a giggle. They FAIL bigtime</p>
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		<title>By: Muckbeast</title>
		<link>http://www.frogdice.com/muckbeast/game_design/the-squandered-potential-of-mmos.html/comment-page-2#comment-7667</link>
		<dc:creator>Muckbeast</dc:creator>
		<pubDate>Thu, 03 Nov 2011 20:01:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=362#comment-7667</guid>
		<description>This meme is picking up more steam of late. I leave you all to postulate why that is:

&lt;a href=&quot;http://bootaesbloodyblog.blogspot.com/&quot; rel=&quot;nofollow&quot;&gt;
It&#039;s all just Everquest with extra sprinkles&lt;/a&gt;
</description>
		<content:encoded><![CDATA[<p>This meme is picking up more steam of late. I leave you all to postulate why that is:</p>
<p><a href="http://bootaesbloodyblog.blogspot.com/" rel="nofollow"><br />
It&#8217;s all just Everquest with extra sprinkles</a></p>
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		<title>By: Muckbeast</title>
		<link>http://www.frogdice.com/muckbeast/game_design/the-squandered-potential-of-mmos.html/comment-page-2#comment-6018</link>
		<dc:creator>Muckbeast</dc:creator>
		<pubDate>Thu, 17 Feb 2011 05:21:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=362#comment-6018</guid>
		<description>I think he is totally right, but I think this is simply a type of MMO that needs to be made. I don&#039;t think EVERY MMO should feel &quot;Worldy.&quot; There is definitely room for a non-World feeling MMO like &quot;World of Warcraft&quot; (ironic name, eh?). 

I have said this before, but early on the MMO basically had to tree branches.

Gamey MMOs: Diku -&gt; EQ -&gt; WoW

Worldy MMOs: LP -&gt; UO -&gt; SWG

The problem is, WoW was a smash hit and Star Wars Galaxies was a terrible failure. That stench of failure colored all potential worldy MMOs from that point forward, so all the money and investment stayed in the Gamey branch.</description>
		<content:encoded><![CDATA[<p>I think he is totally right, but I think this is simply a type of MMO that needs to be made. I don&#8217;t think EVERY MMO should feel &#8220;Worldy.&#8221; There is definitely room for a non-World feeling MMO like &#8220;World of Warcraft&#8221; (ironic name, eh?). </p>
<p>I have said this before, but early on the MMO basically had to tree branches.</p>
<p>Gamey MMOs: Diku -> EQ -> WoW</p>
<p>Worldy MMOs: LP -> UO -> SWG</p>
<p>The problem is, WoW was a smash hit and Star Wars Galaxies was a terrible failure. That stench of failure colored all potential worldy MMOs from that point forward, so all the money and investment stayed in the Gamey branch.</p>
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		<title>By: Talsek</title>
		<link>http://www.frogdice.com/muckbeast/game_design/the-squandered-potential-of-mmos.html/comment-page-2#comment-6015</link>
		<dc:creator>Talsek</dc:creator>
		<pubDate>Wed, 16 Feb 2011 19:01:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=362#comment-6015</guid>
		<description>I came across &lt;a href=&quot;http://arstechnica.com/gaming/news/2011/02/lord-british-explains-what-ultima-online-did-better-than-anyone.ars&quot; rel=&quot;nofollow&quot;&gt;an article&lt;/a&gt; on Ars Technica where Richard Garriott suggests what&#039;s missing from today&#039;s MMOs. Unsurprisingly it&#039;s the lack of a world feel. I never played UO, but I sure played MUDs. This long-dead topic seemed the most appropriate place for the link.</description>
		<content:encoded><![CDATA[<p>I came across <a href="http://arstechnica.com/gaming/news/2011/02/lord-british-explains-what-ultima-online-did-better-than-anyone.ars" rel="nofollow">an article</a> on Ars Technica where Richard Garriott suggests what&#8217;s missing from today&#8217;s MMOs. Unsurprisingly it&#8217;s the lack of a world feel. I never played UO, but I sure played MUDs. This long-dead topic seemed the most appropriate place for the link.</p>
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		<title>By: Muckbeast</title>
		<link>http://www.frogdice.com/muckbeast/game_design/the-squandered-potential-of-mmos.html/comment-page-2#comment-3613</link>
		<dc:creator>Muckbeast</dc:creator>
		<pubDate>Mon, 11 Jan 2010 16:25:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=362#comment-3613</guid>
		<description>LP was not about players creating content (UGC, or user generated content). In fact, players couldn&#039;t create content (for the most part). LP games were more world oriented, whereas DIKU games were all about the gear/stats. The nature of how you coded and built content on LP games vs. DIKU games is what made it easier for coders/developers/builders to make LP game worlds more &quot;worldy.&quot;

That&#039;s the way in which UO/SWG following the LP path and EQ/WoW followed the DIKU path.</description>
		<content:encoded><![CDATA[<p>LP was not about players creating content (UGC, or user generated content). In fact, players couldn&#8217;t create content (for the most part). LP games were more world oriented, whereas DIKU games were all about the gear/stats. The nature of how you coded and built content on LP games vs. DIKU games is what made it easier for coders/developers/builders to make LP game worlds more &#8220;worldy.&#8221;</p>
<p>That&#8217;s the way in which UO/SWG following the LP path and EQ/WoW followed the DIKU path.</p>
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		<title>By: Deathray</title>
		<link>http://www.frogdice.com/muckbeast/game_design/the-squandered-potential-of-mmos.html/comment-page-2#comment-3607</link>
		<dc:creator>Deathray</dc:creator>
		<pubDate>Tue, 05 Jan 2010 23:34:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=362#comment-3607</guid>
		<description>I have to disagree with the author on the LP path. I don&#039;t believe UO nor SWG allowed people to create new ways of interacting with the game. I do think there is a difference between games like EQ/WoW and UO/SWG. But the distinction has more to do with open-ended character development and other issues, and not content-creation versus interaction-creation.

In fact I do not know of a popular MMOG that offers the ability to be &quot;re-coded&quot; - cloned and modified - in the same way as the early MUDs. I honestly think something like Second Life may be the eventual end for both the DUKI and LP roads. A place where it is possible to create new content (avatars, models, *and* new ways of interacting (programming, LSL).

@Muckbeat re: EVE -- It is a virtual world, and it can be just as dangerous/exciting as the wild west, and just as boring as everyday work. It depends on the group you&#039;re with and what&#039;s going on politically. Like the real world, the drama (good or bad) happens with other people.</description>
		<content:encoded><![CDATA[<p>I have to disagree with the author on the LP path. I don&#8217;t believe UO nor SWG allowed people to create new ways of interacting with the game. I do think there is a difference between games like EQ/WoW and UO/SWG. But the distinction has more to do with open-ended character development and other issues, and not content-creation versus interaction-creation.</p>
<p>In fact I do not know of a popular MMOG that offers the ability to be &#8220;re-coded&#8221; &#8211; cloned and modified &#8211; in the same way as the early MUDs. I honestly think something like Second Life may be the eventual end for both the DUKI and LP roads. A place where it is possible to create new content (avatars, models, *and* new ways of interacting (programming, LSL).</p>
<p>@Muckbeat re: EVE &#8212; It is a virtual world, and it can be just as dangerous/exciting as the wild west, and just as boring as everyday work. It depends on the group you&#8217;re with and what&#8217;s going on politically. Like the real world, the drama (good or bad) happens with other people.</p>
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		<title>By: Mobhunter.com &#187; Babies and Bathwater</title>
		<link>http://www.frogdice.com/muckbeast/game_design/the-squandered-potential-of-mmos.html/comment-page-2#comment-3440</link>
		<dc:creator>Mobhunter.com &#187; Babies and Bathwater</dc:creator>
		<pubDate>Mon, 19 Oct 2009 17:01:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=362#comment-3440</guid>
		<description>[...] has been a recent round of blog posts suggesting that current MMOs have lost something, that they aren&#8217;t living up to their potential, are in desperate need of a revolution, and that power-mad developers are trying to lock players on [...]</description>
		<content:encoded><![CDATA[<p>[...] has been a recent round of blog posts suggesting that current MMOs have lost something, that they aren&#8217;t living up to their potential, are in desperate need of a revolution, and that power-mad developers are trying to lock players on [...]</p>
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		<title>By: nugget</title>
		<link>http://www.frogdice.com/muckbeast/game_design/the-squandered-potential-of-mmos.html/comment-page-2#comment-3434</link>
		<dc:creator>nugget</dc:creator>
		<pubDate>Fri, 16 Oct 2009 03:59:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=362#comment-3434</guid>
		<description>@Talsek

RE: Looking up quests and solutions in MMOs
Coming from a MUD background myself, I have to say - how much I look up varies with the game for me.

-------------------------------------------------------------------

World of Warcraft
In WoW I basically looked up everything because I didn&#039;t give a fig about the storyline and basically only did the quests for a) xp and b) if they had a cool item. I was actually (ironically) pretty proud of NEVER reading WoW quest text. 

I recently went back to WoW as a sort of &#039;farewell to the old world&#039; on a trial account, since I will not be resubbing with Cataclysm. (Didn&#039;t buy WotLK, not currently playing.) I must say, WoW quest text sucks. Most of it is boring as Hell (to me anyway), and while I did get some enjoyment from challenging myself with the trial account and &#039;how far can you run and live at your trial gear and level&#039;... I didn&#039;t enjoy the quest text at all. And this time around, I read it all. Just to be &#039;fair&#039;.

-------------------------------------------------------------------

Guild Wars
My first time playing through all the campaigns of Guild Wars (which I dearly love), I would do the mission without looking things up. Expecting a WoW-like experience in terms of Accept/Reject quests, I started out not reading them. 

Then I realised that every quest had custom (and usually sassy) Accept/Reject buttons... so I started reading them... and I was surprised, amazed, and amused. GW quests are *entertaining*. Well their quest text is. Which really, as MMOs stand right now, is most of the quest. ^_^ 

In GW, I would only look things up (such as missions/vanquishes/specific quests) after failing repeatedly, and needing to see what I was doing wrong/missing. This is something that, in MUDs at least - since cheat pages didn&#039;t really factor in those - I accomplished by asking other players. Somehow in MMOs, that&#039;s not really much of an option. You know people are going to send you to the Internetz to look it up anyway - may as well look it up by yourself right away.

-------------------------------------------------------------------

Jade Dynasty
Currently having a fling with this English-localised Chinese game by Chinese publisher Perfect World International. In JD, I read all the quest text, because I am a Wuxia nut - and because this is localised from a Chinese game based on a Wuxia novel... the storyline (which you can track the progression of through your quests) is extremely typical of the Wuxia general, and to me, that&#039;s just wonderful. I love it. 

As a side point, one of the things I&#039;ve noticed about JD and GW is, as a whole ALL the quests serve to reinforce the overarching storyline. I never got that feeling with WoW. Oh yeah sure, Sylvanas is working towards something, the undeads want more plagues made but honestly... it&#039;s disjointed and what do I care? Nothing.

In GW, I want to see the end of quests (especially towards the later part of the game), because they have interesting &#039;easter eggs&#039; of information on different characters you see during the course of the storyline. In JD, so far it seems I&#039;m basically on the &#039;trail&#039; of the anti-hero, trying to follow along and patch up behind him, so I *want to know what happens next*. In WoW? I don&#039;t care what happens, gimme my shinies.

Back on topic - in JD, I look things up CONSTANTLY. Not because I am too lazy to figure things out, because I don&#039;t want to think, etc etc. But because JD is F2P, and their payment system has highly influenced their game design choices. For example, in JD, you can&#039;t respec without paying USD$30. &gt;.&gt; And there are 150 levels. They provide a (good) in-game bot as a feature, but it still is incredibly grindy. So instead of boxing myself into the possibility of shelling out USD$30 for a freaking RESPEC... I look things up, I research.

A lot of JD&#039;s quest items etc are pretty opaque - if you don&#039;t look them up, you&#039;ll have no idea if this thing you fished up is junk, or something a high level will pay a lot of gold for. Ah, gold. JD is the &#039;poorest&#039; game I&#039;ve ever played, in terms of mob gold drops. From what I&#039;ve observed, if you don&#039;t learn the game economy of your server in JD, you&#039;ll end up paying real cash for gold. It seems to be one or the other. This is why I look up every strange item that lands in my inventory. 

--------------------------------------------------------------------

To conclude the spam =) :

&quot;Do the majority of players just want the cookie at the end, rendering depth/theme/complexity a perceived waste of developer effort?&quot;

I&#039;d say that&#039;s not a question that you can ask in a general sense. You have to look at the game, and how the design decisions influence player desires. Once you know (or have an idea of) what those desires are, you can then more accurately ask why players in any given game are looking / not looking things up. 

Peelosopical nugget: 
Players all want the cookie. But - what is the cookie? HOoOOooOOoOM.</description>
		<content:encoded><![CDATA[<p>@Talsek</p>
<p>RE: Looking up quests and solutions in MMOs<br />
Coming from a MUD background myself, I have to say &#8211; how much I look up varies with the game for me.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p>World of Warcraft<br />
In WoW I basically looked up everything because I didn&#8217;t give a fig about the storyline and basically only did the quests for a) xp and b) if they had a cool item. I was actually (ironically) pretty proud of NEVER reading WoW quest text. </p>
<p>I recently went back to WoW as a sort of &#8216;farewell to the old world&#8217; on a trial account, since I will not be resubbing with Cataclysm. (Didn&#8217;t buy WotLK, not currently playing.) I must say, WoW quest text sucks. Most of it is boring as Hell (to me anyway), and while I did get some enjoyment from challenging myself with the trial account and &#8216;how far can you run and live at your trial gear and level&#8217;&#8230; I didn&#8217;t enjoy the quest text at all. And this time around, I read it all. Just to be &#8216;fair&#8217;.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p>Guild Wars<br />
My first time playing through all the campaigns of Guild Wars (which I dearly love), I would do the mission without looking things up. Expecting a WoW-like experience in terms of Accept/Reject quests, I started out not reading them. </p>
<p>Then I realised that every quest had custom (and usually sassy) Accept/Reject buttons&#8230; so I started reading them&#8230; and I was surprised, amazed, and amused. GW quests are *entertaining*. Well their quest text is. Which really, as MMOs stand right now, is most of the quest. ^_^ </p>
<p>In GW, I would only look things up (such as missions/vanquishes/specific quests) after failing repeatedly, and needing to see what I was doing wrong/missing. This is something that, in MUDs at least &#8211; since cheat pages didn&#8217;t really factor in those &#8211; I accomplished by asking other players. Somehow in MMOs, that&#8217;s not really much of an option. You know people are going to send you to the Internetz to look it up anyway &#8211; may as well look it up by yourself right away.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p>Jade Dynasty<br />
Currently having a fling with this English-localised Chinese game by Chinese publisher Perfect World International. In JD, I read all the quest text, because I am a Wuxia nut &#8211; and because this is localised from a Chinese game based on a Wuxia novel&#8230; the storyline (which you can track the progression of through your quests) is extremely typical of the Wuxia general, and to me, that&#8217;s just wonderful. I love it. </p>
<p>As a side point, one of the things I&#8217;ve noticed about JD and GW is, as a whole ALL the quests serve to reinforce the overarching storyline. I never got that feeling with WoW. Oh yeah sure, Sylvanas is working towards something, the undeads want more plagues made but honestly&#8230; it&#8217;s disjointed and what do I care? Nothing.</p>
<p>In GW, I want to see the end of quests (especially towards the later part of the game), because they have interesting &#8216;easter eggs&#8217; of information on different characters you see during the course of the storyline. In JD, so far it seems I&#8217;m basically on the &#8216;trail&#8217; of the anti-hero, trying to follow along and patch up behind him, so I *want to know what happens next*. In WoW? I don&#8217;t care what happens, gimme my shinies.</p>
<p>Back on topic &#8211; in JD, I look things up CONSTANTLY. Not because I am too lazy to figure things out, because I don&#8217;t want to think, etc etc. But because JD is F2P, and their payment system has highly influenced their game design choices. For example, in JD, you can&#8217;t respec without paying USD$30. &gt;.&gt; And there are 150 levels. They provide a (good) in-game bot as a feature, but it still is incredibly grindy. So instead of boxing myself into the possibility of shelling out USD$30 for a freaking RESPEC&#8230; I look things up, I research.</p>
<p>A lot of JD&#8217;s quest items etc are pretty opaque &#8211; if you don&#8217;t look them up, you&#8217;ll have no idea if this thing you fished up is junk, or something a high level will pay a lot of gold for. Ah, gold. JD is the &#8216;poorest&#8217; game I&#8217;ve ever played, in terms of mob gold drops. From what I&#8217;ve observed, if you don&#8217;t learn the game economy of your server in JD, you&#8217;ll end up paying real cash for gold. It seems to be one or the other. This is why I look up every strange item that lands in my inventory. </p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>To conclude the spam =) :</p>
<p>&#8220;Do the majority of players just want the cookie at the end, rendering depth/theme/complexity a perceived waste of developer effort?&#8221;</p>
<p>I&#8217;d say that&#8217;s not a question that you can ask in a general sense. You have to look at the game, and how the design decisions influence player desires. Once you know (or have an idea of) what those desires are, you can then more accurately ask why players in any given game are looking / not looking things up. </p>
<p>Peelosopical nugget:<br />
Players all want the cookie. But &#8211; what is the cookie? HOoOOooOOoOM.</p>
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		<title>By: Talsek</title>
		<link>http://www.frogdice.com/muckbeast/game_design/the-squandered-potential-of-mmos.html/comment-page-2#comment-3433</link>
		<dc:creator>Talsek</dc:creator>
		<pubDate>Thu, 15 Oct 2009 12:19:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.frogdice.com/muckbeast/?p=362#comment-3433</guid>
		<description>Some of the modern MMO philosophies seem kind of backward to me. I used to love exploring in MUDs, but aside from borderline addiction in my school days I was not usually a high level player. In my eyes, the main benefit of leveling up was having more quests/areas accessible. Now it seems that quests are only there to speedramp you to higher levels. Odd.

Then again, I remember putting in a lot of time on quests and exploration as a MUD player and creator. From both sides it was pretty frustrating to know that people could always look up solutions online. That phenomenon is -much- more prevalent now I think. Do the majority of players just want the cookie at the end, rendering depth/theme/complexity a perceived waste of developer effort?</description>
		<content:encoded><![CDATA[<p>Some of the modern MMO philosophies seem kind of backward to me. I used to love exploring in MUDs, but aside from borderline addiction in my school days I was not usually a high level player. In my eyes, the main benefit of leveling up was having more quests/areas accessible. Now it seems that quests are only there to speedramp you to higher levels. Odd.</p>
<p>Then again, I remember putting in a lot of time on quests and exploration as a MUD player and creator. From both sides it was pretty frustrating to know that people could always look up solutions online. That phenomenon is -much- more prevalent now I think. Do the majority of players just want the cookie at the end, rendering depth/theme/complexity a perceived waste of developer effort?</p>
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