SOE on the future of MMORPGs

ManaByte

Banned
http://eq2players.station.sony.com/news_archive.vm?id=356&section=News&month=current

Now what's been interesting from our perspective is what really serious competition is doing to the online gaming space. World of Warcraft has come on the scene and is doing awesome. Kudos to Blizzard on what I think is a spectacular game. I've played the heck out of it, and I love it (as have many people here at SOE). To a game developer, having another game developer play your game is the ultimate compliment… so to the folks at Blizzard we say "Nicely done".

But don't think for a second that we don't see WoW as both a great game AND Blizzard as serious competition.

The interesting thing about the article:

Where are we going? What are we going to be doing to revolutionize this business? Well let me throw out just a few of the things we're thinking about here at SOE.

What if you could have families in MMO's? Virtual Children… What if your characters could have children and pass on the family name…

What if players could build fantastic dungeons that become part of the worlds we create with tools we give them? How would that work exactly?

Can MMORPGs have skill based combat?

Dungeons & Dragons Online uses skill based combat (and begins beta within the next couple months), so that last question is already answered.

User created dungeons would be very cool.
 
What's funny is you can basically find a copy of EQ2 for next to nothing already. Blizzard are proving to be stiff competition indeed.
 
Gattsu25 said:
do you have any more details on the upcoming D&D beta(s)?

http://www.ddo.com/index.php?page_id=66&pagebuilder[module]=article&pagebuilder[display_item]=33

So, Beta. First off, we’re going to be breaking it into several stages. For each stage, we’re going to have different goals, and we’re going to want to hear from different people about how to improve the game. The first stage of beta, Beta 0, will be small. Very small. You probably won’t be in it. And let’s be honest - you probably don’t want to be. Oh, I know, you think you want to be in Beta 0. Face it, Beta 0 is going to be exasperating. Chaotic. Messy. Beta 0 is about getting things “un-broken,” set up, configured, stable, and ready to expand to the larger beta stages – the ones you will be in. There will be lots of starts and stops and things breaking. This stage will be populated by people who have been in previous Turbine tests, and personal team referrals, who we feel we can abuse in a special way.

Once we feel ready to open up to a larger audience, we’ll enter Beta 1. This stage will really focus on the fundamentals of play, this is where we’ll hammer out the larger-scale issues surrounding our most important systems and gameplay dynamics. In many ways, this is the most critical phase of beta, as it’s where we are best able to make major changes in response to player feedback. It’s also the most challenging stage for testers in many ways – we need people who are willing to “play through pain,” experienced players who are able to look past cosmetic issues and annoying bugs in order to help us tune and improve the gameplay.

Beta 2 is the meat of our closed Beta – by this stage, the game will be playable, maybe even shippable. But this is also where “good” becomes “not good enough,” and we’ll be counting on our beta testers to help us polish our content and bring our play experience to the next level. We want to really stress our social features at this time as well, and gauge the success of our community-oriented tools and features.

Beta 3 will be our last phase – by this time our focus will be on showing off the game to the world, and testing out some of the exciting things we have planned for our Live Teams. I’d say more, but I’ve got to be able to keep some secrets! If you’re looking to get a taste what the game will be like, this will be the time.
 
I don't know about having children and shit. Doesn't really appeal to me at all.

I would like to see a more believable virtual world. Townsfolk that don't stand in one place but have daily routines and complex behaviors, like Radiata Stories. A virtual ecosystem that defines NPC-NPC as well as NPC-PC interactions. Prey-type animals that flee if they detect danger and must be hunted carefully. Social animals that travel in packs and herds. Predator-type mobs that actually hunt prey. Mobs which become more intimidating the higher level they are (no more level 70 rabbits and level 30 dragons). Sentient foes that travel in groups and perform their specialized role in the group instead of mindlessly attacking whoever has built up the most hate (eg. high-defense enemies that tank for weaker enemies, support foes that use buffs and debuffs intelligently, etc.). A continuous overworld that isn't broken up into zones. Seasonal weather variations.

Those are some of the things I'd like to see the next generation of MMORPGs do.
 
Prey-type animals that flee if they detect danger and must be hunted carefully. Social animals that travel in packs and herds. Predator-type mobs that actually hunt prey.

You never played much SWG did you?

I remember watching a dunelizard pick off stragglers of an eopie herd once on Tatooine.
 
Prey-type animals that flee if they detect danger and must be hunted carefully. Social animals that travel in packs and herds. Predator-type mobs that actually hunt prey.


There's that in wow:

Barrens - Packs of wild animals, travel in herds.
Also some wolves will track critters (such as rabbits) and kill them... while the rabbits unsuccessfully flee.
 
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