article about level treadmill

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Jonathan
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article about level treadmill

Post by Jonathan »

Correctly identifies one of the biggest problems with today's crop of MMORPGs:
Bringing that gameplay and purpose to a wide-open public sandbox is extremely difficult. There are just too many people doing too many things all of the time everywhere. Instead of building adventures and campaigns for people to play together, we focus more on developing game systems that govern advancement and exploitation of the levelling treadmill. We develop content that is sized different, skinned different, and has different hit points, but for the most part is that same little rat or snake you killed at the beginning of the game. Sounds like fun... right? Right?
http://rpgvault.ign.com/articles/432/432071p1.html

Sadly, but not surprisingly, not one of the game developers interviewed offered a solid alternative to repetitive gameplay epitomized by the level treadmill.

So here's my out-of-the-box idea: develop a system which has no central server. Do not plan to charge a monthly fee. Do plan to release boxed or downloadable expansions for a fee. The cost is you must develop a P2P game engine that is capable of either resolving input from untrusted clients or is secure enough to make all clients trusted. By paying that cost, you forgo the need to pay for central servers, support, a live team, CCRs and GMs. By doing so, you can afford not to charge a monthly fee and are no longer constrained by design choices that are meant to keep your users actively involved in your content for two, three hundred hours.

Peijen
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Post by Peijen »

the problem is that they are making too much money to try something new

Jonathan
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Post by Jonathan »

so true.

quantus
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Post by quantus »

There's also the issue of piracy. It's the central server that make people buy cd's for the unique key or pay to keep their character on the server. Without a central server you control for people to play on, you have little/no control of piracy. This is why they do so well and make that huge pile o' cash.

The only way for your model to truly work is to make the game so general that people can skin the game with whatever scenario they want. You want space fights? No problem, this skin's just for you for this modest fee. You want pirates of the caribbean? No problem, this skin's just for you for this modest fee. You want whatever? No problem, this skin's just for you for this modest fee. They want to play a different game with a different setting, then they need to buy a new skin. You want to design your own skin? No fucking way. Anyways, this still suffers from the problem of piracy to some extent, but that's why you're really charging for the personalized skins.

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