[MUD-Dev2] [Media] Informal poll on MMOWatch

Damion Schubert dschubert at gmail.com
Mon Apr 14 14:41:47 CEST 2008


On Sat, Mar 29, 2008 at 5:17 PM, Mike Rozak <Mike at mxac.com.au> wrote:

> A small (informal) poll on the mmo.rpgwatch.com web-site just caught my
> eye:
>
> Favourite RPG element?
>
> NPC interaction  (33.77%)
> Character development  (29.87%)
> Combat  (4.16%)
> Exploration  (24.68%)
> Puzzles  (1.3%)
> Questing  (6.23%)
>
> If these numbers are right, why do MMOs (except perhaps Bioware's secret
> MMO) spend so LITTLE time on "NPC interaction" and "Exploration", and so
> MUCH time on "Combat" and "Questing"?
>

I call shenanigans.  Combat and Character Development are pretty much
inherently linked in the game models that exist now: Character Development
is compelling because the core game mechanic (combat) creates strategic
depth and tactical interest, as well as long-term goals.  Put another way,
combat makes the difference between a Shadow Priest and a Holy Priest
relevant, and it gives you something to develop characters FOR.

Exploration: I'm surprised that you don't see us as investing any time in
exploration.  Your average MMO usually has ten times or more the number of
zones as a single-player game has levels, all of which are typically
designed for players to go in any direction (as opposed to play on tightly
controlled rails, as in games like Gears of War or Call of Duty).

As for NPC Interaction: you don't see more of it because any way you do it
has some sort of hard limit.  Algorithmic NPC interaction becomes repetitive
once the player recognizes the pattern (See freelancer and "We don't control
this station, but we have an understanding with the people who do"), which
is inevitable after hundreds of hours of gameplay.  The other option is to
handcraft it to write compelling dialogue, which has a very high content
cost, especially when you want to fill in a world big enough to satisfy that
exploration itch you also cited.

--d



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