Video: 6 things MMOs can learn from other genres

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8 thoughts on “Video: 6 things MMOs can learn from other genres

  1. Bhagpuss May 1, 2017 / 12:55 pm

    #1 – Focus – Up to a point, Lord Copper.

    #2 – Challenge. Been there, done that. There’s a very good reason MMOs dropped de-leveling, harsh death penalties etc. Don’t want any of that back, ever.

    #3 – Accessibility – Good buzzword. If you believe “the real game begins at max level” though I have nothing to say to you that you’d understand.

    All in all, very depressing video.

  2. Shintar May 1, 2017 / 2:01 pm

    Where did you get 6 from? I only saw 3 in the video. 🙂

  3. Karinshastha May 1, 2017 / 3:46 pm

    1. Sure, as long as the money’s there.

    2 and 3. Two sides of the same coin presented as discrete elements subtly implying faux polarization a la The Atlantic’s “Video Games Are Better Without Stories.” Tsk-tsk.

    Low skill floor, high skill ceiling, choose your own difficulty.

  4. The Alien May 1, 2017 / 4:10 pm

    This is a bit silly…and vague. It’s about one step removed from “This other game is good. Being good is something MMOs should try.”. I suppose the audience here is more familiar than most people with the positive and negative aspects of MMOs as well as their history. It’s a shame, as I am positive ‘things MMOs could learn from other games’ is a rich topic. The idea that MMORPGs should drop all that annoying RPG stuff…uh…sure, but you may need to call them something else at that point.

  5. Wilhelm Arcturus May 1, 2017 / 4:10 pm

    I’m with Shintar, did you count each thing twice? Or was this video done by a friend so you’re telling us to watch it twice? And are you actually endorsing this list? Because that is some weak tea being served here.

    1 – Yeah, focus. I’ve ridden that horse many times myself, complaining about MMOs trying to be all things to all people. But “focus” is a pretty vague, hand waving point as general advice. MMOs are complex systems where it isn’t always obvious what constitutes focus. EVE Online working on avatar game play is losing focus, but is something like WoW adding pet battles also a loss of focus or something that enhanced the current open world (and now dungeon) experience?

    2 – Challenge seems to have an inverse relationship with sustainable user base and, as above, just saying “challenge” is pretty vague. Does a harsh death penalty really constitute challenge?

    3 – Accessibility is another well trodden path. Level based Dkiu-esque games have issues, especially when they keep adding more levels on top with each expansion, but if you view the 1 to level cap experience as a waste of your time you probably aren’t an MMO player.

  6. Tyler F.M. Edwards May 1, 2017 / 4:30 pm

    Points one and three both seem pretty solid. I’d maybe quibble with point two, but mainly because the fellow behind the video don’t seem to have the same idea of what challenge actually means. I don’t think punitive death penalties and the like add meaningful challenge. If anything they make games easier in a roundabout sort of way, since they make you much more risk-adverse.

  7. Syp May 2, 2017 / 9:24 am

    I did miscount, it was just a video that popped onto my subscriptions page and I thought it sufficiently interesting enough to share. I don’t agree with all of the points made, but sometimes I like including videos that are conversation/thinking starters.

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