Valendros
Cadet
I find the fact that every game I try is a direct WOW clone. The way to beat WOW isn't to make a game just like it in an effort to strip people off it and come join your game.
The way to be WOW is to be revolutionary. To be unique, and do something that people didn't know they wanted. WOW is popular in the west, not for grouping, but because it's easy. It's a sandbox game. Anybody can play. There's no strategy, there's no challenge. Every single mob pull in FFXI was strategic, every critter killed was a challenge. You learned to appreciate end-game relative ease by how bloody difficult the start was. YOU gathered experience along with your character.
I think that's why it's so popular in Japan, they are a higher-brained people in general. They appreciate the strategy and challenge it brings to the table. They appreciate the social aspect of groups as well.
I'm not trying to sound personal, but of course it is a very personal issue for me. I'm playing a bloody 19 year old MUD right now because nothing else offers what I'm looking for: Roleplaying. So called "RP" servers on every game I've tried are a joke. There are major problems with Gemstone, and after 13 years of playing, there is nothing that can surprise me anymore about it.
No game I've seen can keep my interest. FFXI did a decent job of that but I had to have two characters going at once to stay remotely entertained, and I had so many jobs leveled my job select screen looked like the obituary column. It took me two years to get one job to max level in FFXI. And when I did, I was so proud of my accomplishment I made a video out of some of the 10,000 screenshots I'd taken over the years (it was recently pulled from YouTube, thanks YouTube for getting so big you're a target... jerks). I loved my little Tarus and it hurt when I deleted the account.
I just want a game that will pique my interest again. And none of the games out there so far have come close. And it's not that I haven't given them a shot to do so; I have.
So I'm back to Gemstone. Script grinding to get to a high enough level to be taken seriously with my RP style. And even now, when I get one person to come group with me, it's the happiest time of my day. But poor game design keeps it from happening often.
So as I said, it's hard to not take this issue personally. But I keep to my thought that a great, well thought out, brilliantly executed game design that:
A) takes away the commitment to your group (via taking away the struggle to find a member / group)
B) takes away the demanding and disruptive players from the group (via allowing you to group with anyone, regardless of level of skill so you can group with friends all the time)
C) takes away the stress of not having enough time to group (by making it fast & easy to get to/from your group)
D) removes the detriments to grouping (via group drops, and a scalable treasure system so you get more treasure, easier when in a group)
E) promotes group forming, building, and leveling, so you take pride in your group accomplishments as well as your solo accomplishments (by instituting a group ranking system, a group level, and built-in data parsing)
F) then forces people to give grouping a try (via large bonuses to xp gain, treasure finding, and/or time - making it faster to group than to solo)
If a game can do all that, and create an immersive, engaging, strategic and difficult game where you actually feel accomplishment for the things you've done, and the things you've helped your group to do. I believe they will finally get rid of this "go kill 5 boars solo" BS WOW mechanic that has plagued games since Blizzard thought it up.
The way to be WOW is to be revolutionary. To be unique, and do something that people didn't know they wanted. WOW is popular in the west, not for grouping, but because it's easy. It's a sandbox game. Anybody can play. There's no strategy, there's no challenge. Every single mob pull in FFXI was strategic, every critter killed was a challenge. You learned to appreciate end-game relative ease by how bloody difficult the start was. YOU gathered experience along with your character.
I think that's why it's so popular in Japan, they are a higher-brained people in general. They appreciate the strategy and challenge it brings to the table. They appreciate the social aspect of groups as well.
No offense Valendros because you did bring up a good debate but I think you are examining this issue too personally, assuming your opinion is the best way to develop a game.
I'm not trying to sound personal, but of course it is a very personal issue for me. I'm playing a bloody 19 year old MUD right now because nothing else offers what I'm looking for: Roleplaying. So called "RP" servers on every game I've tried are a joke. There are major problems with Gemstone, and after 13 years of playing, there is nothing that can surprise me anymore about it.
No game I've seen can keep my interest. FFXI did a decent job of that but I had to have two characters going at once to stay remotely entertained, and I had so many jobs leveled my job select screen looked like the obituary column. It took me two years to get one job to max level in FFXI. And when I did, I was so proud of my accomplishment I made a video out of some of the 10,000 screenshots I'd taken over the years (it was recently pulled from YouTube, thanks YouTube for getting so big you're a target... jerks). I loved my little Tarus and it hurt when I deleted the account.
I just want a game that will pique my interest again. And none of the games out there so far have come close. And it's not that I haven't given them a shot to do so; I have.
So I'm back to Gemstone. Script grinding to get to a high enough level to be taken seriously with my RP style. And even now, when I get one person to come group with me, it's the happiest time of my day. But poor game design keeps it from happening often.
So as I said, it's hard to not take this issue personally. But I keep to my thought that a great, well thought out, brilliantly executed game design that:
A) takes away the commitment to your group (via taking away the struggle to find a member / group)
B) takes away the demanding and disruptive players from the group (via allowing you to group with anyone, regardless of level of skill so you can group with friends all the time)
C) takes away the stress of not having enough time to group (by making it fast & easy to get to/from your group)
D) removes the detriments to grouping (via group drops, and a scalable treasure system so you get more treasure, easier when in a group)
E) promotes group forming, building, and leveling, so you take pride in your group accomplishments as well as your solo accomplishments (by instituting a group ranking system, a group level, and built-in data parsing)
F) then forces people to give grouping a try (via large bonuses to xp gain, treasure finding, and/or time - making it faster to group than to solo)
If a game can do all that, and create an immersive, engaging, strategic and difficult game where you actually feel accomplishment for the things you've done, and the things you've helped your group to do. I believe they will finally get rid of this "go kill 5 boars solo" BS WOW mechanic that has plagued games since Blizzard thought it up.