Hi Devs,
This is really a letter to you. I wanted to offer up an idea which has largely dropped out of the MMO world in the past-decade: Camps.
I’ve thought about MMOs in recent months. Particularly on the subject: “Why did I love them and why don’t I play them so much now?”
This lead to the answer: “The social experience is dead.”
Originally MMOs were group-oriented experiences. Many classes were pigeon-holed such that players had to work together to progress through the game. This was sometimes THE " experience " that made the game thrive and sometimes the reason so many people (including myself) never saw the MMO as anything more than a way to keep in touch with distant friends and family.
Everquest in the year 1999 probably defines this experience of the early MMO for being simply TOO group-oriented. It was nearly impossible to progress with a group. Without a group players could spend months unable to advance.
Next came Dark Age of Camelot, which removed the need for characters to group 100% of the time to level, while still maintaining the social atmosphere.
Thinking about these years I have always found the games to have been ‘better’ and more ‘loved’ than have come since, but why?
I’ve decided it was not the ‘group’ atmosphere itself, but what " experience " actually was in the game. I’m not talking about the experience bar. I’m talking about what we actually " experienced " playing the game.
Unlike MMOs post World of Warcraft, older MMOs had level 20 areas interspersed with level 50 zones: all games capped at 50 before Warcraft. This was wonderful as it meant some areas of the game were always threatening and mysterious no matter what map you were on. WoW and the games to follow largely killed this part of the experience, but slowly.
Guild Wars 1 masked this issue by having maps be instanced. Only towns were actual places to meet up. This created some of that earlier experience of bonding and having a real and (most especially) unique " experience " in coming back to the game. And there was risk. Failing to succeed at a map too often meant your moral could raise as much as 60%. By that point it might prove impossible to beat the map.
But all of the Post-2004 MMOs have failed to live up to the " experience " of earlier games.
Here’s Why:
- Old Games were Social-games.
- Old Games encouraged players to meet up at a static location.
- Old Games encouraged players to fight from that static location against mobs just beyond it.
- Old games used these static locations to make the LOCATION a place of " experience ": both in raising the experience bar and place to talk about. “Remember the forest of Bears outside Cornwall? Haha, Jeremy never could his pulls down to three or less.”
- Old games required people to ‘pull’ creatures (agro them) from a camp (where the creatures were) to a safe spot (where the players were).
- Old games used the pull-and-camp method to ENSURE unique experiences.
- Old Games had you “bind” yourself in a town on a map, then travel out into the map. If you died you returned to town: this created a sense of risk.
- Old Games mingled low level content with high level content across gigantic maps. This created the sense that ALL of the game was taking place right where you were, whether you were in the most “newbie” area imaginable or just over the hill "where some of the trees in the forest are ents and crush you unless you are Level-N.
In summary, Guild Wars 2 and all other MMOs post-2004 are just husks of better developed games: the early alpha-models of Pre-2003 MMOs.
Bring this sort of content back please?
This is the stuff that makes a game “dynamic”. Not Dynamic Events. Old MMOs had those just as much as Guild Wars 1 and they were more exciting. Failing to kill a single bandit mob titled “scout” might see it return with the camp just on the other side of the plain. Killing a dragon might spawn an army of elves at xyz location for several weeks or months. Time in was equivalent to time out.
If you’re going to do an expansion bring back what actually makes a living world ALIVE. Bring back maps without waypoints, using bind points instead. Bring back static locations for people to gather and help each other toward leveling up. Stop making the MMO experience “this is a level 80 map and you will play it solo, because why would we have you play with others CO-OPERATIVELY in an MMO!? That’s absurd.”