[QUOTE="MythPro1"][QUOTE="mrbojangles25"]
People, igeneral,dont want a PvP-centric MMORPG...I think this is proof of it.
PvP is important to an MMORPG, sure, but its icing on the cake as opposed to being the focus. MMORPGs are social games, where you can make friends and kill monsters together.
Warhammer Online did PvP extremely well, it just was not what the people wanted. At least not enough of them
I disagree, citing games such as EVE Online, Dark Age of Camelot, and even World of Warcraft to an extent as quinticential examples of their demand. While I will agree that the demand for PVE content supercedes the popularity of player competition, many MMO games use competition as a building block of their games. And PVP-centric MMOs remain popular in their niche markets.
As for player socialization and cooperation, I personally believe many MMOs are stepping away from these two very important aspects, and moving more towards individual freedom and self-reliability. A single-player's multiplayer game so to speak. To move into generalization, many players in today's MMO genre are of the instant gratification crowd. When they want something be it max level, a new piece of gear, or a new mount, many players want to complete said goals with as little effort as possible. I can pull several notable examples from World of Warcraft, the supposed king of the genre.
- The Looking for Group System: This fairly new system in the game sacrifices socialization in favor of usability and efficiency. Players no longer have to talk to another player in hopes of forming a group, as it is all done for them. Also, I've noticed this many times myself which is corraborated by many personal accounts from other players, that in many instances players don't even speak to each other. The end goal is all that matters, and the only time someone utters a single word, it is generally a form of criticism directed at another player who does not adequately perform their "job".
- The ability to have 10+ characters on one server or spread across the entire account can be another issue. Players no longer have to depend on other players for goods or services when they can simply log onto an alternate character, have the goods created, and simply mail it back to the originating character.
- The Auction House system for me is another system I feel is a detriment to virtual communities. In older games, such as Ultima Online, Star Wars Galaxies, and others like them, players had to seek and discover players and vendors that sold goods they potentially needed for really good deals. Haggling, bartering, and trade were skills every player had to learn to play an effective part of the community as well as to grease the wheels of the in-game economy. The AH system removes the need to interact with another player. If you need something, all you have to do is simply search for it on the Auction House and purchase it from a faceless player. No interaction needed. No chance to barter or discover if the character sells other goods that might be needed. No effort involved.
For me, it seems people can't be bothered to talk to other players unless they offer something of value or usefulness to them. Players these days choose not to be social with others who are outside their social circles, or feel it's too much of a hassle. Systems I described above, as well as many others like them, fuel this way of thinking. Personally, I don't think it's a good thing.
I actually read an article recently that older EverQuest players grew tired of WoW within about a year because there was such little social interaction within guilds and parties, unlike in EverQuest, where if you didn't get to know people, group up, and learn how to trade, you couldn't thrive in the game at all. You can make it from level 1-60 in WoW without saying a word to anyone -- not the case in EverQuest. Never was. ....still, I can't wait for Cataclysm. :D
Log in to comment