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	<title>Comments on: A Conversation About MMOs</title>
	<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/</link>
	<description>Thoughts on MMOs, gaming, social spaces, development, and whatever else interests me in a day.</description>
	<pubDate>Sat, 04 Feb 2012 18:43:56 +0000</pubDate>
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		<title>By: thirteenmoons</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-1125</link>
		<dc:creator>thirteenmoons</dc:creator>
		<pubDate>Fri, 18 Jun 2010 04:41:05 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-1125</guid>
		<description>http://forums.riftgame.com/showthread.php?910-Raiding&#38;p=26371&#38;viewfull=1#post26371

its still relevant, folks enjoy this even now.</description>
		<content:encoded><![CDATA[<p><a href="http://forums.riftgame.com/showthread.php?910-Raiding&amp;p=26371&amp;viewfull=1#post26371" rel="nofollow">http://forums.riftgame.com/showthread.php?910-Raiding&amp;p=26371&amp;viewfull=1#post26371</a></p>
<p>its still relevant, folks enjoy this even now.</p>
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		<title>By: Bookmarks about Fps</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-986</link>
		<dc:creator>Bookmarks about Fps</dc:creator>
		<pubDate>Fri, 02 Jan 2009 01:00:11 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-986</guid>
		<description>[...] - bookmarked by 2 members originally found by mwesch on 2008-12-06  A Conversation About MMOs  http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/ - bookmarked by 6 members originally [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] - bookmarked by 2 members originally found by mwesch on 2008-12-06  A Conversation About MMOs  <a href="http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/" rel="nofollow">http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/</a> - bookmarked by 6 members originally [&#8230;]</p>
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		<title>By: West Karana » Totally not competing with WoW, except we totally are.</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-901</link>
		<dc:creator>West Karana » Totally not competing with WoW, except we totally are.</dc:creator>
		<pubDate>Thu, 10 Jul 2008 18:11:12 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-901</guid>
		<description>[...] over, and they have added lots of things to their game to explicitly make it similar to WoW, like a solo-focused leveling path followed by a level-cap instance and raiding game. Even EQ2 gave that a go with their latest expansion. AoC is essentially the same. WAR will be [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] over, and they have added lots of things to their game to explicitly make it similar to WoW, like a solo-focused leveling path followed by a level-cap instance and raiding game. Even EQ2 gave that a go with their latest expansion. AoC is essentially the same. WAR will be [&#8230;]</p>
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		<title>By: Scott Hartsman - Off the Record &#187; Massive Babble</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-899</link>
		<dc:creator>Scott Hartsman - Off the Record &#187; Massive Babble</dc:creator>
		<pubDate>Thu, 10 Jul 2008 16:10:31 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-899</guid>
		<description>[...]       &#171; A Conversation About MMOs     Jul [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;]       &laquo; A Conversation About MMOs     Jul [&#8230;]</p>
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		<title>By: Stefan</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-898</link>
		<dc:creator>Stefan</dc:creator>
		<pubDate>Thu, 10 Jul 2008 14:51:37 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-898</guid>
		<description>To Dane:

I must say your wanting of multiple classes per character brings back the fond memories I have of FFXI. I think that FFXI had my favorite class (called Jobs in the game) system of any mmo I've played. It was simple but wonderful. In FFXI, your character could be any class, no alts needed to try out a healer or tank if you rolled a mage at the start. You simply went to your house and changed your job. Now you had to level up your different jobs all from level one if you wanted to play a new one, but it still gave the player as many options as possible. FFXI also used a sub job system that allowed you to use two jobs at once, your main job would be say level 30 and then your sub would be half of your main job's level, so it would be 15. So you would gain all the abilities of a 30 warrior and 15 monk (or whatever combo of classes you wanted). Now your sub job had to be leveled also, so if your subbing a lvl 1 monk to a lvl 30 warrior; the monk's lvl stays at 1 it doesn't get jumped to 15. This lead to all sorts of interesting combos.Now this gave way to a lot of level grinding, but theres no real difference between that and rolling an alt; except that this was progression one on character instead of a horde of different characters. Now this system is slightly different from the one you described, with having two classes fully leveled on one character at one time. The ability to have two classes fully unlocked on one character at the same time would seem like a bit too powerful. It would be very difficult to balance a game where any single person could have level 80 abilities from two separate classes at any given time. If the game employed a similar system to guild wars, where you were restricted to only having 8 or so spells/abilities usable then a system like that could have a better balance. But I'd still be cautious of class system like that. 

I am all for more mmos using a sub class system, or even complete and utter thievery of FFXI's class system. I feel that the more options you give a player, without them having to leave something behind in one way or another is always a good move. This is not to say that choices shouldn't matter in a game, but I do feel that in terms of classes, crafting, and harvesting, give the player as many options as possible. Cause you know what, those that want to have different class, crafting profession, or harvesting skill are going to get it one way or another. Be it rolling an alt or reseting their crafting/harvesting choices. You might as well just cut out the middleman and just give the player all those options at the start.</description>
		<content:encoded><![CDATA[<p>To Dane:</p>
<p>I must say your wanting of multiple classes per character brings back the fond memories I have of FFXI. I think that FFXI had my favorite class (called Jobs in the game) system of any mmo I&#8217;ve played. It was simple but wonderful. In FFXI, your character could be any class, no alts needed to try out a healer or tank if you rolled a mage at the start. You simply went to your house and changed your job. Now you had to level up your different jobs all from level one if you wanted to play a new one, but it still gave the player as many options as possible. FFXI also used a sub job system that allowed you to use two jobs at once, your main job would be say level 30 and then your sub would be half of your main job&#8217;s level, so it would be 15. So you would gain all the abilities of a 30 warrior and 15 monk (or whatever combo of classes you wanted). Now your sub job had to be leveled also, so if your subbing a lvl 1 monk to a lvl 30 warrior; the monk&#8217;s lvl stays at 1 it doesn&#8217;t get jumped to 15. This lead to all sorts of interesting combos.Now this gave way to a lot of level grinding, but theres no real difference between that and rolling an alt; except that this was progression one on character instead of a horde of different characters. Now this system is slightly different from the one you described, with having two classes fully leveled on one character at one time. The ability to have two classes fully unlocked on one character at the same time would seem like a bit too powerful. It would be very difficult to balance a game where any single person could have level 80 abilities from two separate classes at any given time. If the game employed a similar system to guild wars, where you were restricted to only having 8 or so spells/abilities usable then a system like that could have a better balance. But I&#8217;d still be cautious of class system like that. </p>
<p>I am all for more mmos using a sub class system, or even complete and utter thievery of FFXI&#8217;s class system. I feel that the more options you give a player, without them having to leave something behind in one way or another is always a good move. This is not to say that choices shouldn&#8217;t matter in a game, but I do feel that in terms of classes, crafting, and harvesting, give the player as many options as possible. Cause you know what, those that want to have different class, crafting profession, or harvesting skill are going to get it one way or another. Be it rolling an alt or reseting their crafting/harvesting choices. You might as well just cut out the middleman and just give the player all those options at the start.</p>
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		<title>By: Dane</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-895</link>
		<dc:creator>Dane</dc:creator>
		<pubDate>Thu, 10 Jul 2008 00:16:59 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-895</guid>
		<description>Should have read the post again to check for typo's.  

An example would be, you are a lvl 20 warrior about to ding over to lvl *21*.</description>
		<content:encoded><![CDATA[<p>Should have read the post again to check for typo&#8217;s.  </p>
<p>An example would be, you are a lvl 20 warrior about to ding over to lvl *21*.</p>
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		<title>By: Dane</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-894</link>
		<dc:creator>Dane</dc:creator>
		<pubDate>Thu, 10 Jul 2008 00:15:25 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-894</guid>
		<description>I wanted to comment on Brad's comment earlier:

Brad B.
"What haven’t modern MMOs used the Rebirth/Teir system, that is for the people who don’t know, you have a max level of say 255, once you reach 255, you can “rebirth” your character, go back to level 1, but gain the skills of two classes at the same time, but it takes more xp to do this. "

I think that you have a great idea with the two classes, but I would actually like to see that implimented in the D&#38;D method.  An example would be, you are a lvl 20 warrior about to ding over to lvl 11.  When you get that level you get to choose to either put that level into being a higher level warrior, or say being a mage class.  You are then a level 20 warrior level 1 mage.  This was done (albeit not too well imo) by Guild Wars.  You would have all the spells and abilities of a person of both classes and would then have a hell of a fun time trying to figure out the best balence of what spells and skills to use depending on solo, grouping, raiding, etc.  With a max level of 80, you would then actually have a max level of 160 effectively.

Imagine haveing two classes in one character.  You could be either the healer or the main DPS in a group depending on what was needed without having to level an alt that does not progress your main characters stats, gear, etc...

Just a thought!</description>
		<content:encoded><![CDATA[<p>I wanted to comment on Brad&#8217;s comment earlier:</p>
<p>Brad B.<br />
&#8220;What haven’t modern MMOs used the Rebirth/Teir system, that is for the people who don’t know, you have a max level of say 255, once you reach 255, you can “rebirth” your character, go back to level 1, but gain the skills of two classes at the same time, but it takes more xp to do this. &#8221;</p>
<p>I think that you have a great idea with the two classes, but I would actually like to see that implimented in the D&amp;D method.  An example would be, you are a lvl 20 warrior about to ding over to lvl 11.  When you get that level you get to choose to either put that level into being a higher level warrior, or say being a mage class.  You are then a level 20 warrior level 1 mage.  This was done (albeit not too well imo) by Guild Wars.  You would have all the spells and abilities of a person of both classes and would then have a hell of a fun time trying to figure out the best balence of what spells and skills to use depending on solo, grouping, raiding, etc.  With a max level of 80, you would then actually have a max level of 160 effectively.</p>
<p>Imagine haveing two classes in one character.  You could be either the healer or the main DPS in a group depending on what was needed without having to level an alt that does not progress your main characters stats, gear, etc&#8230;</p>
<p>Just a thought!</p>
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		<title>By: Scott Hartsman</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-893</link>
		<dc:creator>Scott Hartsman</dc:creator>
		<pubDate>Wed, 09 Jul 2008 20:48:27 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-893</guid>
		<description>@Destral: "And on the Opera event, Blizz could have implemented something similar in the final encounter of the Arcatraz too."

Exactly - Thanks!  That's a great example of a context that makes intuitive sense, thereby adding to the fictional consistency instead of distracting from it.

Mechanics for mechanics' sake don't tend to play well (here: content randomization), but set it in the idea of "releasing prisoners," and it could actually improve the experience on multiple levels.  

Good on ya.</description>
		<content:encoded><![CDATA[<p>@Destral: &#8220;And on the Opera event, Blizz could have implemented something similar in the final encounter of the Arcatraz too.&#8221;</p>
<p>Exactly - Thanks!  That&#8217;s a great example of a context that makes intuitive sense, thereby adding to the fictional consistency instead of distracting from it.</p>
<p>Mechanics for mechanics&#8217; sake don&#8217;t tend to play well (here: content randomization), but set it in the idea of &#8220;releasing prisoners,&#8221; and it could actually improve the experience on multiple levels.  </p>
<p>Good on ya.</p>
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		<title>By: Destral</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-892</link>
		<dc:creator>Destral</dc:creator>
		<pubDate>Wed, 09 Jul 2008 20:43:12 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-892</guid>
		<description>Very interesting read and discussion.

@Brad B - Remortation could work to add replay value, but you have the same problems as with AA's. When your next expansion comes out, do you assumed people have been remortating? If so, how much? If you don't, does that make your early expansion content obsolete?

The canned UO sequel (UXO, iirc?) had an interesting take on remortation, where you selected one of your characters to be your avatar, and your alts were her disciples, with some amount of positive feedback flowing both ways between them. Your avatar could do stuff for your disciples, and levelling your disciples strengthened your avatar in means I'm not privy to. It all seemed pretty interesting. Plus, you could have interactions between player avatars and other player's disciples. Perhaps some form of Mage-Custos mechanic as seen in the P&#38;P Ars Magica game.

On the subject of competitve PvE in an enclosed environment, there are many, many ways it can be done which would be immersive and internally coherent.

And on the Opera event, Blizz could have implemented something similar in the final encounter of the Arcatraz too.</description>
		<content:encoded><![CDATA[<p>Very interesting read and discussion.</p>
<p>@Brad B - Remortation could work to add replay value, but you have the same problems as with AA&#8217;s. When your next expansion comes out, do you assumed people have been remortating? If so, how much? If you don&#8217;t, does that make your early expansion content obsolete?</p>
<p>The canned UO sequel (UXO, iirc?) had an interesting take on remortation, where you selected one of your characters to be your avatar, and your alts were her disciples, with some amount of positive feedback flowing both ways between them. Your avatar could do stuff for your disciples, and levelling your disciples strengthened your avatar in means I&#8217;m not privy to. It all seemed pretty interesting. Plus, you could have interactions between player avatars and other player&#8217;s disciples. Perhaps some form of Mage-Custos mechanic as seen in the P&amp;P Ars Magica game.</p>
<p>On the subject of competitve PvE in an enclosed environment, there are many, many ways it can be done which would be immersive and internally coherent.</p>
<p>And on the Opera event, Blizz could have implemented something similar in the final encounter of the Arcatraz too.</p>
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		<title>By: soru</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-890</link>
		<dc:creator>soru</dc:creator>
		<pubDate>Wed, 09 Jul 2008 03:01:03 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-890</guid>
		<description>I would love a game that allowed and supported grouping and raiding before max-level. AoC is a particularly bad case of having fairly good, but completely pointless, mid-level dungeons: there are about 4 different mechanical reasons why people who want to do them can rarely or never find others in the same boat. 

I hate games that force or require grouping while levelling, like WoW does to some extent and LoTRO does a lot, where you have a long questline and you can't continue it until you get a group. 

I'm not keen on those that discourage soling while max level, like how in WoW, having done a certain number of dungeons/raids, there is pretty much nothing meaningful or challenging you can do solo. 

I pay to play, I want to choose how I play.

Maybe something as simple as making solo-level, group-level, pvp-level, and raid-level completely independent of each other. You can be a level 121 soloer, but if you have never grouped, then you are, in scaling terms, a level 1 when you run your first group mission. 

That way, choosing to play solo, or not, never deprives you of the ability to experience group, raid or pvp content.

The trick, I suppose, is to have distinct solo/group/pvp/raid oriented stats, abilities and gear without it all seeming too artificial.</description>
		<content:encoded><![CDATA[<p>I would love a game that allowed and supported grouping and raiding before max-level. AoC is a particularly bad case of having fairly good, but completely pointless, mid-level dungeons: there are about 4 different mechanical reasons why people who want to do them can rarely or never find others in the same boat. </p>
<p>I hate games that force or require grouping while levelling, like WoW does to some extent and LoTRO does a lot, where you have a long questline and you can&#8217;t continue it until you get a group. </p>
<p>I&#8217;m not keen on those that discourage soling while max level, like how in WoW, having done a certain number of dungeons/raids, there is pretty much nothing meaningful or challenging you can do solo. </p>
<p>I pay to play, I want to choose how I play.</p>
<p>Maybe something as simple as making solo-level, group-level, pvp-level, and raid-level completely independent of each other. You can be a level 121 soloer, but if you have never grouped, then you are, in scaling terms, a level 1 when you run your first group mission. </p>
<p>That way, choosing to play solo, or not, never deprives you of the ability to experience group, raid or pvp content.</p>
<p>The trick, I suppose, is to have distinct solo/group/pvp/raid oriented stats, abilities and gear without it all seeming too artificial.</p>
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		<title>By: Scott Hartsman</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-889</link>
		<dc:creator>Scott Hartsman</dc:creator>
		<pubDate>Tue, 08 Jul 2008 22:24:38 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-889</guid>
		<description>I'm more than a little shocked that this many people found this interesting.  Glad you did. :)  Apologies for not answering everything raised here, but this one just caught my eye.

(If you do want something answered in particular, feel free to use the email address on the About page.)

@Chris Crowell: "It would seem that a clever MMO could create random elements within an instance by varying those. In Karazan, the Opera event has a few different ‘plays’ that could happen, it certainly adds spice to the evening not to know which one will be presented. Having a base of general predictable challenges with some randomness that has to be dealt with on the spot would go a long way to reducing the repetitiveness of instances."

It does reduce the repetitiveness, but that does come at a couple costs.  It's just a matter of if a given team is willing to absorb those costs.

1) Content development/testing/balancing time is increased.  

Environment art time stays largely static (to use Karazhan's opera house stage as an example), character art requirement can be impacted (unless reusing 100% existing models), and event development, itemization, and testing/balancing increased by a linear factor of the number of events.  

Those are some of the lowest-cost enhancements to make - Not a terrible investment by any stretch, taken in a vacuum. 

2) However, one potential negative: Domain knowledge requirement of the players is increased significantly.  

If an area has 11 "events" (instead of static bosses) and all of them have three potential rolls, you're essentially requiring the players know 33 distinct encounters, or at least make them able to adapt to 33 of them on the fly in order to progress.  That might be a bit too much for some audiences to willingly bite off.  It's a judgment call for the developer in question.

3) Fictionally, it works well in the Opera House in particular - A stage is the ideal place to have multiple "shows."  It fits perfectly.  However, in many other places/games/genres it might not work quite as well, and piercing the veil regularly might not play well with certain audiences.


In general, I think it's pretty interesting concept when used sparingly, at least among today's traditional MMO audiences.  

I don't know that I'd be willing to bank on it having the draw power to be used as primary content for an entire game, though, unless it was an unusually hardcore audience in a game being made by a team that had an overabundance of events designers and testers.</description>
		<content:encoded><![CDATA[<p>I&#8217;m more than a little shocked that this many people found this interesting.  Glad you did. <img src='http://www.hartsman.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Apologies for not answering everything raised here, but this one just caught my eye.</p>
<p>(If you do want something answered in particular, feel free to use the email address on the About page.)</p>
<p>@Chris Crowell: &#8220;It would seem that a clever MMO could create random elements within an instance by varying those. In Karazan, the Opera event has a few different ‘plays’ that could happen, it certainly adds spice to the evening not to know which one will be presented. Having a base of general predictable challenges with some randomness that has to be dealt with on the spot would go a long way to reducing the repetitiveness of instances.&#8221;</p>
<p>It does reduce the repetitiveness, but that does come at a couple costs.  It&#8217;s just a matter of if a given team is willing to absorb those costs.</p>
<p>1) Content development/testing/balancing time is increased.  </p>
<p>Environment art time stays largely static (to use Karazhan&#8217;s opera house stage as an example), character art requirement can be impacted (unless reusing 100% existing models), and event development, itemization, and testing/balancing increased by a linear factor of the number of events.  </p>
<p>Those are some of the lowest-cost enhancements to make - Not a terrible investment by any stretch, taken in a vacuum. </p>
<p>2) However, one potential negative: Domain knowledge requirement of the players is increased significantly.  </p>
<p>If an area has 11 &#8220;events&#8221; (instead of static bosses) and all of them have three potential rolls, you&#8217;re essentially requiring the players know 33 distinct encounters, or at least make them able to adapt to 33 of them on the fly in order to progress.  That might be a bit too much for some audiences to willingly bite off.  It&#8217;s a judgment call for the developer in question.</p>
<p>3) Fictionally, it works well in the Opera House in particular - A stage is the ideal place to have multiple &#8220;shows.&#8221;  It fits perfectly.  However, in many other places/games/genres it might not work quite as well, and piercing the veil regularly might not play well with certain audiences.</p>
<p>In general, I think it&#8217;s pretty interesting concept when used sparingly, at least among today&#8217;s traditional MMO audiences.  </p>
<p>I don&#8217;t know that I&#8217;d be willing to bank on it having the draw power to be used as primary content for an entire game, though, unless it was an unusually hardcore audience in a game being made by a team that had an overabundance of events designers and testers.</p>
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		<title>By: Chris Crowell</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-888</link>
		<dc:creator>Chris Crowell</dc:creator>
		<pubDate>Tue, 08 Jul 2008 21:57:32 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-888</guid>
		<description>Interesting discussion. I would love to see a summary abstracting out the various topics you identified and your conclusions, as well as any identified problems that are in search of solutions. 

One line of thought you stimulated is that instances are made up of terrain visuals, terrain gameplay elements, inhabitant population, abilities and AI. These all add up to make the situation. It would seem that a clever MMO could create random elements within an instance  by varying those. In Karazan, the Opera event has a few different 'plays' that could happen, it certainly adds spice to the evening not to know which one will be presented. Having a base of general predictable challenges with some randomness that has to be dealt with on the spot would go a long way to reducing the repetitiveness of instances.</description>
		<content:encoded><![CDATA[<p>Interesting discussion. I would love to see a summary abstracting out the various topics you identified and your conclusions, as well as any identified problems that are in search of solutions. </p>
<p>One line of thought you stimulated is that instances are made up of terrain visuals, terrain gameplay elements, inhabitant population, abilities and AI. These all add up to make the situation. It would seem that a clever MMO could create random elements within an instance  by varying those. In Karazan, the Opera event has a few different &#8216;plays&#8217; that could happen, it certainly adds spice to the evening not to know which one will be presented. Having a base of general predictable challenges with some randomness that has to be dealt with on the spot would go a long way to reducing the repetitiveness of instances.</p>
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		<title>By: Azzura</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-887</link>
		<dc:creator>Azzura</dc:creator>
		<pubDate>Tue, 08 Jul 2008 21:13:36 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-887</guid>
		<description>I agree with Captain on the easiness of games recently. I'll go back to my Ultima Online reference above. Maybe that is why I stayed with UO so long. If you died...you became a ghost at your body. You could't talk to anyone, all they would see is Ooooo OOoOoOoO! You had to find a spirit healer rezzer person that randomly walked around in the woods or find one of the virtue shrines. THEN, you had to go find your body which had everything you were carrying and all your armor and weapons, just sitting there. If you didnt make it back in time (Which you had a good amount of time to get back) it would decay and you lost it all, including the money you were carrying because back in the old days, there were weight limits. There was no carrying tons of gold and 800 ore and 5 sets of armor in your little backpack. 
Back to death! Ok so you are dead and you find your body, you take all the stuff out of it and get yourself re-equiped, but your sword is gone! That darn mob that killed you took it! Now you have to go hunt him down and get it back before someone else kills him and gets it as loot! Sometimes if you died in the pack of mobs, you would have to try to get to your body naked! Also back in the old days, you had to carry around reagents to cast spells, none of this mana regeneration...when you were out of regs, you couldnt cast! So you would have to run around the woods picking up materials to cast a spell or two - or make a stick to help kill those mobs around your body. You could of course run home and grab another set of armor!

Now if a Player PVP killed you...he got everything you had on you..money, armor, weapons, bandaids, ore. At one point he could get the key to your house if you were silly enough to carry it, and if they knew where you lived, go and rob your house! 

When you went out mining, you had to have a pack horse to put a limited amount of ore which you had to then smelt at a forge, and then carry to your bank or house. All with a risk of a mob or someone killing your horse and you!

I think risk really made it fun. And if you decided to become a PvP'r..you were labeled a murderer, and were not allowed into cities. 

I'm all for the tough MMO. Risk vs Reward. Not impossible, but challenging.</description>
		<content:encoded><![CDATA[<p>I agree with Captain on the easiness of games recently. I&#8217;ll go back to my Ultima Online reference above. Maybe that is why I stayed with UO so long. If you died&#8230;you became a ghost at your body. You could&#8217;t talk to anyone, all they would see is Ooooo OOoOoOoO! You had to find a spirit healer rezzer person that randomly walked around in the woods or find one of the virtue shrines. THEN, you had to go find your body which had everything you were carrying and all your armor and weapons, just sitting there. If you didnt make it back in time (Which you had a good amount of time to get back) it would decay and you lost it all, including the money you were carrying because back in the old days, there were weight limits. There was no carrying tons of gold and 800 ore and 5 sets of armor in your little backpack.<br />
Back to death! Ok so you are dead and you find your body, you take all the stuff out of it and get yourself re-equiped, but your sword is gone! That darn mob that killed you took it! Now you have to go hunt him down and get it back before someone else kills him and gets it as loot! Sometimes if you died in the pack of mobs, you would have to try to get to your body naked! Also back in the old days, you had to carry around reagents to cast spells, none of this mana regeneration&#8230;when you were out of regs, you couldnt cast! So you would have to run around the woods picking up materials to cast a spell or two - or make a stick to help kill those mobs around your body. You could of course run home and grab another set of armor!</p>
<p>Now if a Player PVP killed you&#8230;he got everything you had on you..money, armor, weapons, bandaids, ore. At one point he could get the key to your house if you were silly enough to carry it, and if they knew where you lived, go and rob your house! </p>
<p>When you went out mining, you had to have a pack horse to put a limited amount of ore which you had to then smelt at a forge, and then carry to your bank or house. All with a risk of a mob or someone killing your horse and you!</p>
<p>I think risk really made it fun. And if you decided to become a PvP&#8217;r..you were labeled a murderer, and were not allowed into cities. </p>
<p>I&#8217;m all for the tough MMO. Risk vs Reward. Not impossible, but challenging.</p>
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		<title>By: Captain Angry</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-886</link>
		<dc:creator>Captain Angry</dc:creator>
		<pubDate>Tue, 08 Jul 2008 18:18:57 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-886</guid>
		<description>I felt compelled to comment on one point that stood out to me. You discussed a game model where the leveling content is bypassed and players go straight to endgame, but criticized it for the lack of character (identity) and skill building that comes with the leveling process. 

Unfortunately the state of MMOs today is that people ARE skipping the skill building leveling content. I don't mean in the form of RMT but simply from the ability to solo-rush to max level. People solo from 1 to max level and suddenly have the desire to try raiding. They've never grouped with anyone before so not only are they clueless how to play their character in a raid but they also lack the social graces to be a productive member of a group. Of course this is a bit of an hyperbole but what percentage of WoW guilds do you think actually stay together more than 90 days?

One of the major differences between modern and classic MMOs is difficulty and solo-ability. MMOs used to be tough, and playing the lone wolf required a special brand of hardcore player. Now we have this term 'casual player' and every MMO you see coddles players to the point that theres no XP penalty, no corpse loss, spoiler sites aplenty, and solo grinding guides available for $12.99 on the web. There's no need to treat other players with respect on your way up, because you don't need their help to advance. 

You can treat people like dirt 1-70 and once you get to max level you'll still have dozens of guilds on your server willing to accept you to boost their pool of raiders. If not, just pay the fine and transfer servers. Your infamy is internationally known? Pay the fine and change your name. Perfect anonymity. (And we all know the aaa-formula anonymity + audience = asshole )

Too many assholes. Thats basically why I quit playing WoW and probably won't play any more MMOs in the near future. Nevertheless, I don't see a game bringing back the concept of a "hard" MMO any time soon, because it would be flushed down the tubes faster than you can say "naked corpse run." I pondered long whether it was the MMOs that changed, or the players that changed and came to the conclusion that the MMO changed the players. I can't blame blizz for it tho, we asked for it like children asking for candy, and now we are all spoiled.</description>
		<content:encoded><![CDATA[<p>I felt compelled to comment on one point that stood out to me. You discussed a game model where the leveling content is bypassed and players go straight to endgame, but criticized it for the lack of character (identity) and skill building that comes with the leveling process. </p>
<p>Unfortunately the state of MMOs today is that people ARE skipping the skill building leveling content. I don&#8217;t mean in the form of RMT but simply from the ability to solo-rush to max level. People solo from 1 to max level and suddenly have the desire to try raiding. They&#8217;ve never grouped with anyone before so not only are they clueless how to play their character in a raid but they also lack the social graces to be a productive member of a group. Of course this is a bit of an hyperbole but what percentage of WoW guilds do you think actually stay together more than 90 days?</p>
<p>One of the major differences between modern and classic MMOs is difficulty and solo-ability. MMOs used to be tough, and playing the lone wolf required a special brand of hardcore player. Now we have this term &#8216;casual player&#8217; and every MMO you see coddles players to the point that theres no XP penalty, no corpse loss, spoiler sites aplenty, and solo grinding guides available for $12.99 on the web. There&#8217;s no need to treat other players with respect on your way up, because you don&#8217;t need their help to advance. </p>
<p>You can treat people like dirt 1-70 and once you get to max level you&#8217;ll still have dozens of guilds on your server willing to accept you to boost their pool of raiders. If not, just pay the fine and transfer servers. Your infamy is internationally known? Pay the fine and change your name. Perfect anonymity. (And we all know the aaa-formula anonymity + audience = asshole )</p>
<p>Too many assholes. Thats basically why I quit playing WoW and probably won&#8217;t play any more MMOs in the near future. Nevertheless, I don&#8217;t see a game bringing back the concept of a &#8220;hard&#8221; MMO any time soon, because it would be flushed down the tubes faster than you can say &#8220;naked corpse run.&#8221; I pondered long whether it was the MMOs that changed, or the players that changed and came to the conclusion that the MMO changed the players. I can&#8217;t blame blizz for it tho, we asked for it like children asking for candy, and now we are all spoiled.</p>
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		<title>By: Azzura</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-885</link>
		<dc:creator>Azzura</dc:creator>
		<pubDate>Tue, 08 Jul 2008 17:13:52 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-885</guid>
		<description>I'd like to see an MMO with the old UO leveling model again - to see if people would except that concept. If you never played UO (Ultima Online) Looking back i'm not sure what kept me there for 3 years. There was no real quests, you didn't level up from 1 to 40. You picked 7 or 8 or 9 SKILLS, and used them to level the skills themselves, and that is the direction your character took. So there were no classes, the skills you leveled made you a caster, or melee, or crafter. And - if you didnt want to make an alt - you could just slowly unlearn a skill and learn a new on in its place, but you only had a set amount of skill points to stick into 25 or so skills...thus you would want to try to get 90-100 points in a skill to be very good at it. Back then it was 700 points...so you could perfect 7 skills or perfect 5 and be so-so in 3 others.</description>
		<content:encoded><![CDATA[<p>I&#8217;d like to see an MMO with the old UO leveling model again - to see if people would except that concept. If you never played UO (Ultima Online) Looking back i&#8217;m not sure what kept me there for 3 years. There was no real quests, you didn&#8217;t level up from 1 to 40. You picked 7 or 8 or 9 SKILLS, and used them to level the skills themselves, and that is the direction your character took. So there were no classes, the skills you leveled made you a caster, or melee, or crafter. And - if you didnt want to make an alt - you could just slowly unlearn a skill and learn a new on in its place, but you only had a set amount of skill points to stick into 25 or so skills&#8230;thus you would want to try to get 90-100 points in a skill to be very good at it. Back then it was 700 points&#8230;so you could perfect 7 skills or perfect 5 and be so-so in 3 others.</p>
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		<title>By: Brad B</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-884</link>
		<dc:creator>Brad B</dc:creator>
		<pubDate>Tue, 08 Jul 2008 15:23:03 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-884</guid>
		<description>Nice discussion, but I'd like to add a suggestion to a theoretical leveling model from back in the days of Muds.

What haven't modern MMOs used the Rebirth/Teir system, that is for the people who don't know, you have a max level of say 255, once you reach 255, you can "rebirth" your character, go back to level 1, but gain the skills of two classes at the same time, but it takes more xp to do this.  You can rebirth through all classes, so eventually you will reach 255 in every single class in the game, each of these getting progressively harder.  Now the Tier system kicks in, and what this allows you to do is start all over, at level 1, with only one class, BUT, you get some massive ability bonus, each time you Tier that stacks, so you could tier multiple times.

Now besides being a grinders nightmare (oh god, there is HOW many levels in this game), would this provide a solution so that leveling content actually has a use?  Presumably, you wouldn't be able to wear your high end content when you first rebirth or tier, but if you could get powerful beginning level equipment that will help future progression through the level progression, you'd value it significant more then you would now.  You'd also see people at max level actively trying to plan out equipment bundles for their character when they go through each Rebirth.  This coupled with leveled cap'd areas in MUDS, also tended to make significant use of Newbie transactions.. where a high level character would need such a such a item from this zone, could you get it for me?</description>
		<content:encoded><![CDATA[<p>Nice discussion, but I&#8217;d like to add a suggestion to a theoretical leveling model from back in the days of Muds.</p>
<p>What haven&#8217;t modern MMOs used the Rebirth/Teir system, that is for the people who don&#8217;t know, you have a max level of say 255, once you reach 255, you can &#8220;rebirth&#8221; your character, go back to level 1, but gain the skills of two classes at the same time, but it takes more xp to do this.  You can rebirth through all classes, so eventually you will reach 255 in every single class in the game, each of these getting progressively harder.  Now the Tier system kicks in, and what this allows you to do is start all over, at level 1, with only one class, BUT, you get some massive ability bonus, each time you Tier that stacks, so you could tier multiple times.</p>
<p>Now besides being a grinders nightmare (oh god, there is HOW many levels in this game), would this provide a solution so that leveling content actually has a use?  Presumably, you wouldn&#8217;t be able to wear your high end content when you first rebirth or tier, but if you could get powerful beginning level equipment that will help future progression through the level progression, you&#8217;d value it significant more then you would now.  You&#8217;d also see people at max level actively trying to plan out equipment bundles for their character when they go through each Rebirth.  This coupled with leveled cap&#8217;d areas in MUDS, also tended to make significant use of Newbie transactions.. where a high level character would need such a such a item from this zone, could you get it for me?</p>
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		<title>By: Askander</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-882</link>
		<dc:creator>Askander</dc:creator>
		<pubDate>Tue, 08 Jul 2008 15:00:22 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-882</guid>
		<description>Wow...an instance tied to a guild tag that had CoX's scaleable technology behind it?  I would pay thrice over for content like that!</description>
		<content:encoded><![CDATA[<p>Wow&#8230;an instance tied to a guild tag that had CoX&#8217;s scaleable technology behind it?  I would pay thrice over for content like that!</p>
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		<title>By: A conversation about MMOs: Why the WoW leveling/raiding model works so well &#124; Loot Whores - MMO &#38; MMORPG News &#38; Feeds</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-880</link>
		<dc:creator>A conversation about MMOs: Why the WoW leveling/raiding model works so well &#124; Loot Whores - MMO &#38; MMORPG News &#38; Feeds</dc:creator>
		<pubDate>Tue, 08 Jul 2008 14:31:20 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-880</guid>
		<description>[...] have him explain exactly why today's most popular MMOs are the way they are, you have to read this conversation about MMOs.&#160;Read&#160;&#124;&#160;Permalink&#160;&#124;&#160;Email [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] have him explain exactly why today&#8217;s most popular MMOs are the way they are, you have to read this conversation about MMOs.&nbsp;Read&nbsp;|&nbsp;Permalink&nbsp;|&nbsp;Email [&#8230;]</p>
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		<title>By: Ada</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-879</link>
		<dc:creator>Ada</dc:creator>
		<pubDate>Tue, 08 Jul 2008 13:58:22 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-879</guid>
		<description>What a great read. It's so encouraging to hear from a developer who seems to have an inkling (or more) of what the player base is feeling on a very broad scale - casual/hardcore/in medio. Now I'm more hopeful for innovation that works. Thanks!</description>
		<content:encoded><![CDATA[<p>What a great read. It&#8217;s so encouraging to hear from a developer who seems to have an inkling (or more) of what the player base is feeling on a very broad scale - casual/hardcore/in medio. Now I&#8217;m more hopeful for innovation that works. Thanks!</p>
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		<title>By: Shane</title>
		<link>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-878</link>
		<dc:creator>Shane</dc:creator>
		<pubDate>Tue, 08 Jul 2008 05:18:49 +0000</pubDate>
		<guid>http://www.hartsman.com/2008/07/07/a-conversation-about-mmos/#comment-878</guid>
		<description>Very good post.... but I think you did yourself a disservice by not playing AoC, Scott.  You would have seen how fundamentally flawed AoC really is, especially shipping with level 80 (rather than a 50 like EQ2 did), which only heightened the inability of people to play with their friends (the level range issue).

AoC really is a lesson is what not to do, when making an MMO.  

I, personally think the days of basic levelling MMOs is over... WotLK will be an interesting experiment for all the WoW players.</description>
		<content:encoded><![CDATA[<p>Very good post&#8230;. but I think you did yourself a disservice by not playing AoC, Scott.  You would have seen how fundamentally flawed AoC really is, especially shipping with level 80 (rather than a 50 like EQ2 did), which only heightened the inability of people to play with their friends (the level range issue).</p>
<p>AoC really is a lesson is what not to do, when making an MMO.  </p>
<p>I, personally think the days of basic levelling MMOs is over&#8230; WotLK will be an interesting experiment for all the WoW players.</p>
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