Best Decisions in MMO History.

Best Decisions in MMO History.

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Posted by: Eveningstar.6940

Eveningstar.6940

This topic is a correllary to this topic. Just to be clear, I’m not trying to undermine jamasont’s discussion, but his topic made me wonder about the timeline of MMORPGs. If you’re like me and your introduction to gaming coincided with an introduction to MMORPGs, then you probably grew up with the genre. The genre has a history, with ups and downs, and new games building on the successes and failures of the last.

With that in mind, what are, in your opinion, some of the best individual design decisions implemented into an MMORPG?

(Please, please, for the love of Dwayna, do not turn this into another angry litany to ArenaNet’s betrayal of the Manifesto.)

Here’s my list.

  • City of Heroes: Mission Architect

CoH was, and will remain well after its execution date of Nov. 30th, one of the few MMORPGs that tapped into its players creativity and provided them with all the right tools to express themselves. Mission Architect went one step further, and allowed players to create their own in-game missions. It had problems, sure, like every risky decision. For the first few months, players did nothing but powerlevel in Farming missions, but Paragon was pretty aggressive about shutting these down. Mission Architect became its own subculture in the community. The best mission stories received awards from the developers, and Paragon Studios hired at least one designer specifically because of his Architect Mission.

  • World of Warcraft – Cross Server Dungeon Finder

One of the very few design decisions met with widespread applause from the WoW playerbase. Cross-server dungeons did have some downsides, such as the further dilution of server identity and a feeling of community, but it was a practical and elegant solution to the otherwise impassable gap between casual and hardcore players in experiencing dungeons. Cross-server dungeons made dungeons frequently available to nearly everyone, dramatically improved accessibility and opened up five-man dungeons to millions of players who would be otherwise excluded owing to server population, guild size or free time.

  • Warhammer Online – Public Quests

Warhammer didn’t survive long, but its system of Public Quests intrigued developers enough to imprint itself into future MMORPG design. Champions Online unabashedly swiped the Public Quest system in order to give its world a little more life, a move later adopted by City of Heroes. Even GW2’s Dynamic Event system draws heavily from the design principles of Warhammer’s PQ’s.

Public Quests, in theory, encouraged group play while simultaneously giving a sense of dynamism to an otherwise static world. Events would pop up around the world, and you’d be rewarded in proportion to your participation with your allies. The concept challenged the old Questgiver content system and I’d like to believe that, in the future, we’ll see more dynamic, open world quests rather than static interactions with individual questgivers.

  • Star Wars: The Old Republic – Personal Stories

Say what you will about ToR. It’s hard to argue that it forced a debate on the role of narrative and storytelling in MMORPGs. Stories were usually considered the purview of single-player RPGs, not MMOs. Quest texts were superfluous bits of lore you skipped. It didn’t matter why you had to collect 10 bear pelts; you needed the XP to level. ToR challenged that, for better or worse, and made a solid case in favor of narrative, personal stories and characters in whom their players could invest genuine emotion.

It’s a discussion for another topic on another day, but I firmly believe that storytelling is absolutely central to a good MMORPG. We just haven’t figured out quite how to do it yet, but I imagine that when we do, it’s going to be a mix of the branching arborescent dialogue model of The Old Republic, and the more organic emergent storytelling of EvE.

Valerie Cross: Roleplayer, Writer, Tarnished Coast

A Beginner’s Guide to Guardians

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Posted by: Tolmos.8395

Tolmos.8395

GW2: Instanced gathering nodes. This is something that all MMOs could live from. Long gone are the days where I rush in, desperate to get to an ore node because of the fear that Bob the Ranger over there will wait for me to get attacked and get it first.

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Posted by: Distaste.4801

Distaste.4801

Personal stories in SWTOR is what caused the rest of the game to be so incredibly lackluster. They spend all their money and time on those and ended up with everything else being incredibly sub-par.

SWG Crafting system- made crafters very important but also made gatherers just as important. Gave people a reason to farm mobs(ahh nightsister hunts!). People could truly make a name for themselves.

The Chronicles of Spellborn skill deck system- made a very in-depth combat system that truly rewarded skill and tactics. You not only had to predict when you would need skills on your bars but also set up combos, buffs, and debuffs. Even deeper you could add sigils(?) to enhance skills in certain ways. By a wide margin the best combat system used in any MMO to date, if I had to design it better I would remove the aiming and add dodging.

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Posted by: Horrorscope.7632

Horrorscope.7632

GW1 – Skill Selection

DDO – Most Unique Dungeons

CoH – Best Overall combat model

GW2 – Best Open World

DDO – Best Character Customization

C9 – Best Combat/Skill Mechanics

WoW – Most Players

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Posted by: DFrost.2186

DFrost.2186

Ultima Online – Custom Housing

Ultima Online had a housing system that served multiple useful purposes, other than fluff, such as storage for items and chests, crafting stations, hired vendors to sell your wares to traveling players, and guild halls. Every type of item could be locked down in the house, giving players great control over the look and feel of their home. Creative players would use all manner of objects to add a new artistic depth to their house, from creating rugs out of wool piles to designing aquariums from dyed leather and scattered small fish. It was kind of the same creativity people put towards Minecraft today.

However, in the Age of Shadows expansion this customization was pushed further, allowing players to build their homes tile by tile, wall by wall, with a variety of tilesets to choose and mix n’ match from. You could literally design your home to look however you wanted, with how many rooms, nooks, and crannies you desired; it was a step away from being Sims friendly. This level of customization was a big gold sink, but it was effective. The houses existed in the world in real-time, so wandering players would encounter the houses around the world.

The only con to this housing system was the limited space for which houses could be placed. Not everyone would be able to have one, and several more would have to pay exorbitant amounts of gold just to buy a plot from another player (and in many cases, real cash). But to this day I have yet to see a housing system that gives the player so much creative freedom as Ultima Online’s.

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Posted by: Morxeton.1743

Morxeton.1743

I agree with UO’s housing system. It was awesome. Too bad UO:R killed the game for me.

I would say UO’s freedom was awesome. You could do whatever you wanted (granted pre UO:R). Someone made you angry because they’re being a jerk or stole your loot, or whatever the case? Just kill them and loot their corpse dry. Like playing a shady character that steals from people (even people in town)? Just GM (grandmaster – means get 100 in the skill) stealing, snooping, hiding, and stealthing and you’re golden. Want to be a tank mage? Sure, go ahead. Want to be a swordsman/miner/blacksmith? Then go ahead. The skill combinations were great and the freedom to do whatever made the game truly awesome. The PKing did get rampant at times, but there were plenty of anti-PKs, such as myself, who regularly seeked out and killed them. PvP in that game was a blast. Vas Ort Flam, Corp Por, <hally whack>, <dead>… memories!

Tataera (Elementalist), Morxeton (Necromancer)
Borlis Pass

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Posted by: plasmacutter.2709

plasmacutter.2709

World of Warcraft – Cross Server Dungeon Finder

note: this did TERRIBLE things to the wow community. It utterly obliterated any sense of local communities on individual realms, encouraged ninjaing and other back-biting behavior, etc.

Cross-serverl dungeon finder is by far the worst thing to happen to any games.

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Posted by: MrNobody.4357

MrNobody.4357

DCUO: best combat mechanics, leaving powers (skills) aside combos and cc rock/scissor/paper mechanic is neat

GW1: best skill system, and closed end stats scale on gear ;9

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Posted by: Bodycult.4516

Bodycult.4516

Knight Online: Best PvP ever and mass PvP (orc vs humain around 500 vs 500 war)

C9: Second best PvP (for 1 vs 1)

Aion: Best character costumization and best armor

GW2: Best PVE

WoW: Best population

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Posted by: Shadow Blade.1324

Shadow Blade.1324

Going to have to disagree with swtor

there is a complete lack of choice/ consequence for choices even the illusion of choice is also pretty shallow given how linear the story is. which is vastly different to the vision they were pushing prior to launch, this is very easy to see by hitting esc during conversations and seeing how all the different permutations play out, personally reasons it fails:

1. many npcs react the exact same way regardless of what conversation option you picked, they just used ambiguous wording in the begining of the response/ ending of your choice
2. regardless of any choice you actually make, the story is rigidly set, most people you have the option to kill /spare you will never see again anyway. there are no major branches in narrative outside of flashpoints.
3. companions don’t actually do anything if you go negative affection (hard to get as most everything gives you positive in some measure), they just become worse at crafting, and there are no “bad affection stories” (i still want the ability to kill one as an example to the others)
4. pretty much ever character that wasn’t in your personal story or a worlds bonus series quest giver was throwaway
5. really bad generic dialogue, when your choices aren’t representative of you actual response, it gets very annoying having your character repeat “its an honour to serve” or similar drivel

the best moment personally in swtor for me was realising i could do a betrayal on an npc
(early bounty hunter, the woman in the enemy hutts palace, get her to bribe you then kill her)
but it really pales in comparison to kotor such as the mission where you infiltrate a gangs base and have the options of how to do so, decrypting the security pass/sneaking in etc and then having what you chose affect the outcome at the end (my maths was fail so i didn’t decrypt the security pass, and got caught when i lied about it XD)

despite peoples complaints about the VO etc (seems fine to me) i much prefer the GW2 story where when you make a choice it actually affects how you play for the next arc ie picking priory/vigil/whispers or quaggan/skritt/hylek etc

i would also add

CCP – changing development direction when the player base doesn’t like where they are going

tbh tho they never should have released a tech demo +expensive cosmetic avatar shop as an expansion

Whomever added jumping puzzles to the genre, my first experience of them was in SWTOR grabbing datacrons, but they were mostly static, and im sure they must have lifted it from somewhere else.

edit: WOW- toys my favourite thing about that mmo was the various toys and gizmos i could make as an engineer or get in the world, not much beats rocket boots + parachute cloak and jumping off teldrasil seeing if you can make it past the death zone and swim to the mainland

i wish the devs had a consistent vision and didn’t push out content they know is flawed

(edited by Shadow Blade.1324)

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Posted by: Alexander Dragonfang.1759

Alexander Dragonfang.1759

Lineage II – Nobleze and Subclasses.
Ragnarok Online – Renewal System, War of Emperium 2.0.
World of Tanks – 8.0 Physics Update.

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Posted by: Harbard.5738

Harbard.5738

Really cool topic! I grew with MMOs and played a ton of them so here it goes.

Huge ones, like real historical milestones:

  • Dark Age of Camelot: Three-way mass pvp aka RvR
    As far as I know it was the game that introduced the concept. It addressed some of the problems of the two-way mass pvp and was a ton of fun. The different realms’ background, specific artwork and classes also added a lot of depth and flavor to it. We owe a lot to DAoC.
  • Dark Age of Camelot: End of corpse recovery
    Oh god, I’m not sure this was the first MMO to end EQ’s corpse recovery but, kitten, I love that game for it. I skipped WoW but I’m sure WoW and DAoC were pioneering in improving a lot of those major annoyances in the genre at the time, right? Like all this little and major stuff we take for granted these days?
  • Guild Wars 1 – Mostly permanent stat/level cap
    After EQ1 I always played MMOs despite the statflation. It was a VERY refreshing change of pace at the time and one I think would benefit the genre or maybe create a new better genre to the industry. Feeling free of the grind and the bickering around gear and the design problems that stat inflation brings was a really good feeling.
    WARNING: DON’T use this as an excuse to whinejack this thread or i’ll personally report you!
  • SWTOR: Great storylines. Nuff said.

Minor yet very cool ones:

  • Champions Online: nemesis system
    I really loved how you had a nemesis that would show up every now and then and how could customize not only yourself but your arch-enemy’s appearance and powers. Shame they didn’t build a lot upon that system (until I left).
  • Free Realms (laugh away) crafting system
    All parts of crafting were mini-games. You played some sort of mining tetris to get heaps of ore and for smithing you had to actually pour molten metal into the cast just right, for example. Most fun I had with crafting in anything online. Very innovative and well done. Too bad it was a dumbed down MMO-lite for little kids :P
  • LOTRO Skirmishes:
    Quick hot join missions you could start anywhere and scale up from solo to 12 people in many levels of difficulty. They were defend or capture point missions with random bosses. It was great for quick gaming sessions. I think the concept is amazing and really worked for a long time until erm, better not mention it on this topic. Can’t help but wonder how more awesome individual fractals would have been if they were more like skirmishes.
  • LOTRO in-game music system
    I loved being able to import midis into the game to play with my firends on my minstrel. Also felt really in character teaching others to play. It was an amazing social bonding element to the game. You would make friends based on their musical tastes and stuff like that. Too bad they have a very dated soundbank that never got updated and some instruments sound like crap.
Give me game. Not grind, not gating, not RNG, not +stat junk, not checklists.

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Posted by: Lalangamena.3694

Lalangamena.3694

World of Warcraft: best Boss mechanics and smoothness of play. the most correct pace of combat, very polished.
[ the bad: stat inflation, huge power creep, mechanic dumbing, character homogenization]

LOTRO: the best leveling, the zones are true to the lore and the fellowship quests make you feel like you’re participating the story.
[the bad: endgame, raids]

DDO:
- best grouping tool ever.
- the dungeon system is quite ingenious, also traps, rogues who can disable traps, “super mario” jumps… to advance places
- best character building and customization system. you can build your character just like you want it to be. (multiclassing, stat points, etc) various unorthodox builds rule the game…
[the bad: no real open zones, everything instanced. the forgotten realms expansion broke the game as it introduced epic levels and power creep pay2win…]

Age of Conan: best hype ever for an MMO ….

[the bad: the game haven’t decided if it is PVP or PVE oriented, and implemented the worse of the two for each other]

(edited by Lalangamena.3694)

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Posted by: stayBlind.7849

stayBlind.7849

GW1: Skill System

  • A lot like Magic: the Gathering due to the fact that you had a collection of skills (cards) that you build your skillbar (deck) around. It was so fun finding a cool Elite skill and centering your entire build around that one skill.
  • Many different build for different things. There were different types of PvP builds and PvE builds that were good in different aspects of the game.
  • You were constantly changing your skill build depending on what you were doing currently. e.g. Farming Underworld; Farming Feathers; Heroes’ Ascent; Jade Quarry; Fort Aspenwood; Random Arenas; Guild Vs Guild; etc…
  • You could unlock skills and buy skill books so that your alts would have a fun build as you played through the game.

GW1: Low level cap

  • The fact that you hit your max level before you’d completed half of the campaign led to half of the game being the end game.
  • There was no ‘rush’ to level cap because, well, it was easy to hit level cap.
  • Getting to max level can be viewed as an extensive tutorial which prepared people for the end game.
  • You didn’t have to wait as long to get to the ‘fun part’ of the game as you do with typical MMOs that have 60+ levels.

GW1: Mission System

  • The mission system was akin to end game dungeons except for the fact that you played through them as you went through the game.
  • Provided a fun atmosphere were playing with other people was encouraged.
  • Reminded me of the Diablo series.

GW2: Deleveling system

  • I love that any area I visit in game has relevance to my character even if I am far beyond the areas level range.

GW2: Combat system

  • I love the action feeling of dodging etc.
  • Feels a lot more like a hack and slash game (which I love over typical MMO combat).

GW2: New trinity

  • Really fun. Again, this feature reminds me more of a Diablo style system (which I love).

(edited by stayBlind.7849)

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Posted by: Moderator.1462

Moderator.1462

Hi everyone,
These are the GW2 discussion forums, and are not fit to discuss what was the best/worst that other MMOs did. Therefore we are closing this thread. Please remember that in the future. Thanks