- Joined
- May 1, 2013
- Messages
- 5,476
- Reaction score
- 4,862
- First Language
- English
- Primarily Uses
- RMMV
"Playing as a team" is one thing. But cutting you off from content because you don't have a team is rather malicious and somewhat silly in terms of design. If it was "run the raid/dungeon a couple times and you've got the gear", it would be one thing. But, when you're doing it hundreds of times to get a single piece of gear you want, it's not a good design decision. My personal opinion on having to group up with people doesn't really apply to whether or not it's a good idea (some MMOs actually do not cut you off from content if you don't team up, or they let you get your gear after only 10 or so runs so you're not wasting a large chunk of your time on grind. This means you would be playing because you enjoy the game, not because you have to grind for a piece of gear).
Here's what I mean about "poorly designed". The point of an MMO is to keep people playing it for as long as possible while also raking in money in other ways (hence why most have memberships or cash shops or advertisements). That's it, that's all it's supposed to do. Bring in lots of players, keep them playing as long as possible. In that way, it's like television or radio. The longer you stay, the more likely you are to spend money or earn money for the company with the game. So, you fill the game with content. That content has to be largely based upon actual proven human behavior in order to maximize profit. As in: risk/reward ratios, frustration/fun ratios, content/time ratios, etcetera ad nauseum. When something you design breaks what your game is meant to be accomplishing it is poorly designed. If an MMO requires you to spend 3000 hours of playtime to get to Level 2, you know it's not "broken", but "poorly designed". Such a design implementation would basically mean the dev team had no idea what they were doing or they didn't care.
The worst thing MMO developers forget is the "time spent to reward earned" ratios. A player doesn't like to spend a lot of time doing something for zero reward or a really bad reward. It's bad design and poor design decisions that lead to these kinds of problems in an MMO. When you approach the design of an MMO, you must always consider "is this content worth the time investment required to get to it?". If the answer is "no" or even "maybe", it needs to be redone. Likewise, if a series of events is too frustrating to really deal with for a good chunk of players, it's also poorly designed. While it may be important to have some things behind "walls" to make sure endgame places or equipment remains valuable (which means your staff can take a break and you don't have to pay them for new content for a long time), it is also important to make what you are putting behind the "walls" worth the time and frustration. Most MMOs do something silly with their design and think "the more grind there is, the less chance anyone will run out of content and quit playing!". While, this may be true to an extent (it certainly plays to OCD crowds well), it doesn't do much for people who have jobs, social lives, significant others, and other games to play. These crowds wont' spend much cash on your game because it's too time consuming to get basic or midlevel stuff. Likewise, they might also decide the endgame content isn't worth the time sink either and quit playing long before hitting the "end of content" barrier. Usually, this is why such things as "auction houses" and "global trade systems" exist. They give those casual players without much disposable time a chance to get the endgame content without the massive time sink.
Here's why I say FF11 is a poorly designed game: 25+ hours to get a single character to level 10 and there isn't a whole lot for that character to do when they start out except grind on the first three monsters of the game. If the game was DESIGNED that way, then it's even worse than if it was an ACCIDENT. If it took less time to get to level 10 and the time investment became much more as you gained level while also improving the payoff for a level up, it would keep the interest of most players far longer. In most MMOs, the time it takes to obtain level 10 is somewhere in the 3-5 hour range. Depending on how scaling works in the MMO, later levels can be much faster or much slower. I've played games where getting from 10 to 20 took upwards of 25 additional hours on top of the 5 hours I just spent. Likewise, I've also played games where it took no more than another 10 hours on top of those initial 3 to get to 20. The point is you don't want significant time investment for minimal payoff. To do that is poor design.
Here's what I mean about "poorly designed". The point of an MMO is to keep people playing it for as long as possible while also raking in money in other ways (hence why most have memberships or cash shops or advertisements). That's it, that's all it's supposed to do. Bring in lots of players, keep them playing as long as possible. In that way, it's like television or radio. The longer you stay, the more likely you are to spend money or earn money for the company with the game. So, you fill the game with content. That content has to be largely based upon actual proven human behavior in order to maximize profit. As in: risk/reward ratios, frustration/fun ratios, content/time ratios, etcetera ad nauseum. When something you design breaks what your game is meant to be accomplishing it is poorly designed. If an MMO requires you to spend 3000 hours of playtime to get to Level 2, you know it's not "broken", but "poorly designed". Such a design implementation would basically mean the dev team had no idea what they were doing or they didn't care.
The worst thing MMO developers forget is the "time spent to reward earned" ratios. A player doesn't like to spend a lot of time doing something for zero reward or a really bad reward. It's bad design and poor design decisions that lead to these kinds of problems in an MMO. When you approach the design of an MMO, you must always consider "is this content worth the time investment required to get to it?". If the answer is "no" or even "maybe", it needs to be redone. Likewise, if a series of events is too frustrating to really deal with for a good chunk of players, it's also poorly designed. While it may be important to have some things behind "walls" to make sure endgame places or equipment remains valuable (which means your staff can take a break and you don't have to pay them for new content for a long time), it is also important to make what you are putting behind the "walls" worth the time and frustration. Most MMOs do something silly with their design and think "the more grind there is, the less chance anyone will run out of content and quit playing!". While, this may be true to an extent (it certainly plays to OCD crowds well), it doesn't do much for people who have jobs, social lives, significant others, and other games to play. These crowds wont' spend much cash on your game because it's too time consuming to get basic or midlevel stuff. Likewise, they might also decide the endgame content isn't worth the time sink either and quit playing long before hitting the "end of content" barrier. Usually, this is why such things as "auction houses" and "global trade systems" exist. They give those casual players without much disposable time a chance to get the endgame content without the massive time sink.
Here's why I say FF11 is a poorly designed game: 25+ hours to get a single character to level 10 and there isn't a whole lot for that character to do when they start out except grind on the first three monsters of the game. If the game was DESIGNED that way, then it's even worse than if it was an ACCIDENT. If it took less time to get to level 10 and the time investment became much more as you gained level while also improving the payoff for a level up, it would keep the interest of most players far longer. In most MMOs, the time it takes to obtain level 10 is somewhere in the 3-5 hour range. Depending on how scaling works in the MMO, later levels can be much faster or much slower. I've played games where getting from 10 to 20 took upwards of 25 additional hours on top of the 5 hours I just spent. Likewise, I've also played games where it took no more than another 10 hours on top of those initial 3 to get to 20. The point is you don't want significant time investment for minimal payoff. To do that is poor design.


