注册 登录  
 加关注
   显示下一条  |  关闭
温馨提示!由于新浪微博认证机制调整,您的新浪微博帐号绑定已过期,请重新绑定!立即重新绑定新浪微博》  |  关闭

红楼&游戏

一位红楼爱好者&游戏策划的blog

 
 
 

日志

 
 
关于我

我们身处在一个悲哀的国家, 我们同胞的血脉中流动着短视的劣根性, 我所从事的行业正处于黑暗的时代, 我没有热血,但一息尚存。

网易考拉推荐

The Fatal Flaw in MMORPG  

2007-03-02 20:07:50|  分类: 游戏设计 |  标签: |举报 |字号 订阅

  下载LOFTER 我的照片书  |

Well, its that time again; there's been a champion on the throne (Warcraft) and now there are people crying about flaws and errors, and how _____ is an improvement by leaps and bounds over it.

This is something that happens in a cycle, and will probably never change, but its flawed and wrong.

Yes, there are differences, but they aren't as big as people think when you get right down to it. Ultima was top dog, then eventually superceded by Everquest. Everquest was built by responding to the complaints of UO, and brought it into the 3rd dimension.

Then, some time later (and yes I know there were many games and various steps, but these are the main ones then and now) Warcraft came out. It responded to many of EQ player complaints, and brought gaming into a seamless environment (no zone borders).

Now there are people crying that WoW is unbalanced or flawed in some aspects, and are looking to D&D Online or Warhammer Online to rectify that error.

Here's the thing; all of these systems are only slight variations of each other.

Before you get in arms, consider these quick points before I continue (in regards to MMORPGs in general):

I don't consider graphical improvements relevant. That's something that goes without saying. If a game now looks the same as one 10 years ago, there's a problem somewhere.

I don't consider fixing other games 'flaws' an improvement. Firstly, that's marketing. When WoW went live, its biggest draw was from EQ players. It's establishment of flight paths, boats, graveyards and less burdensome death flaws - while beautiful - were aimed squarely at the flaws of the then-champion. Many people stayed in EQ, and a decent chunk of gamers still do - so those weren't flaws per se.

Nifty little 'gimmicks' don't count either. UO had tons of useless crafting and homes. EQ had skills like Alcohol Tolerance, Falling, and Learning Languages. WoW has animated emoes and various reactions like /silly. These make a game unique, but they aren't improvements.

The focus of a game isn't relevant either. Guild Wars is pretty much all PVP; EQ barely qualifies; WoW is somewhere in between. Just like there are RTS and FPS games, and fans for each, the Focus is NOT an improvement; its simply a different type of game.

In short, aside from cosmetic tweaks, MMORPGS have changed very little in practical basis. They are still Real Time games with Turn Based combat style. By this I mean, while the game itself is real time (not a Final Fantasy style game) combat is still handled in a turn based manner. You still have menus and pick options from them. There are buttons, but these are Graphic User Interfaces, much like early Windows was an overlay for DOS commands.

In most games now, you can highlight your opponent, and then do whatever you want physically (though sometimes Line of Sight does matter) and then click at your relative leisure. It doesn't matter how fast you click, or what your character is aiming for; you can only fire off an attack as fast as its programmed to, and you can't do more beyond pick who you're whacking. There is no real skill involved.

Now at this point some people may get in arms, but I'm not saying these games are games of chance (without any skill, just luck). By saying there's no real skill, I mean that there is no way for a player's physical capabilities to influence the outcome of combat (beyond the obvious of someone with one hand, or missing a digit, or having bad arthritis, etc). There is a skill, but it lies in finding the right combination of equipment and paths the game offers you (talents in WOW, etc) that give you the optimum statistical bonus. There is also a skill in the order you lay out your macros, or if you choose to use plug ins to give you additional customization, but this is skill in MANIPULATING THE INTERFACE.

Even so, regardless of how efficient someones interface is, it from a practical standpoint doesn't effect the game itself. Current MMORPGs, and those on the immediate horizon, are based around statistics and mathemetical mechanics, and so long as that is the case there will always be 'cheap shots' and 'flaws in balance'. It's rules-lawyering, brought into the digital world.

 

Let's use WoW for an example. If you took 2 level 60 players, one with standard gear, and another with Tier 2 (Epic) gear. Lets say both gamers have played about as long and have the same general aptitude, and that both are the same race/class/talent path. Regardless of interface, the Epic gamer has a huge advantage by virtue of being harder to hit, able to do more damage, absorb more damage, and have more special skill points (and so on). Don't forget either, that the higher in rank the gear the better special abilities/bonuses they give. Even if the other player is far more efficient in interface design, he has an uphill battle at best and will lose the vast majority of all fights.


Yes, layout matters. If the Epic gamer has his buttons all over, and keeps hunting around for buttons, and the Standard gamer has his laid out in an efficient pattern and knows which spells/abilities can stop which attacks/abilities (recognizing an effect as a particular spell) the Epic player will lose in PVP.

Here's the important thing though; that has nothing to do with skill in game; it has to do with skill in real life. In game, it doesn't matter how fast you highlight your opponent, or if you duck behind partial cover, or jump over an attack, or lie flat on the ground. Yes, you can block some attacks by going behind cover, and some characters can fake death, but it plays out as a game mechanic/button. In addition, knowing that in a fire realm a specific set of armor gives you the best chance of success isn't an in-game skill; its a real life skill.

In all these cases, you are analyzing, conciously or not, the parameters and formulae of the game you are playing and finding what ultimately gives you the highest possible statistics and thus percentage to succeed.

One could generate a bot PC in a MMORPG, equip it the best way for PVP, and program it with a script of the 'best' method of attacking a player, add a few basic subroutines for regaining targetting on the opponent in case its lost (from bugs in the game, etc) and it would be indistinguishable from a player.

(for this logic exercise, I'm merely referring to a 1 on 1 PVP, not interaction before or after, and not in large scale. Such AI generation is beyond programming range. The point of this is merely to illustrate that the 'best' players are simply becoming organic Bots - they've memorized the best combat script and follow it. Again, the skill is in Real Life - they are simply better at keeping track of more information and remembering further along their plan of attack. If a player had poor memory but great combat strategy, they could make a macro that fired off their sequence of attacks, and just click the one button every 1 min or so, as opposed to clicking 10 different buttons in one minute).

For there to be true skill in an MMORPG, players would need to have far more control over the character they play, a level of control that is just not available with the current level of technological interfaces. In the most abstract sense, a player's mental and physical abilities would have to work in tandem with the game mechanics, rather than being applied to manipulating/circumventing them.

Am I advocating turning RPGS into FPS games? No. This is what I mean by the technology currently being beyond the ability to take the games to a more balanced stage. Marrying FPS twitch reflexes to a MMORPG would hit the same road block I keep coming back to - the player would be applying his real world skills to manipulate the mechanics (for example, if using a Bow and Arrow in WoW would require you to use your mouse as a target and click to draw, release to fire - even if there were game mechanics in play where the higher you went in skill the further you could zoom, the steadier your hand, etc - someone with high twitch reflex could pull off hits beyond their skill simply because their hand eye coordination could surpass the game. Thus, a FPS sharpshooter could make a lvl 1 Hunter and start head-shotting lvl 60 Elite Gamers. Doesn't mean he has better in game skills, it just means his real life skills can essentially override the mechanics).

With today's technology, the best that could be done are VR Helmets with someone hooked up to motion sensors (like how they map someone for digital scanning) with the game mechanics manipulating your vision, etc. Another would be to incorporate FPS and Fighting Game elements into a MMORPG, though that would require a unique interface, as a joystick is too simple and a keyboard too awkward for that fine tuned a control. There may be others too, these are two ideas that popped into my mind now.

Right now I know of people that have quit playing WoW out of frustration for the 'flaws' in PvP, etc. Some went to older games (which proves my point that game focus is not an improvement, merely a different style) and others are looking to what's coming up down the road. I can GUARANTEE though, 100%, that eventually they will be just as unhappy with their new choice as they are with their current. It might take longer, and it might be to a lesser extent (if the game is better tailored to their tastes) but the general dislike will be there. With the current mechanics, every game is flawed to an extent, and those that people claim aren't yet (as they do with every new game) will suddenly become 'flawed' once people get comfortable enough with the game mechanics to learn how to manipulate them.

  评论这张
 
阅读(165)| 评论(0)
推荐 转载

历史上的今天

评论

<#--最新日志,群博日志--> <#--推荐日志--> <#--引用记录--> <#--博主推荐--> <#--随机阅读--> <#--首页推荐--> <#--历史上的今天--> <#--被推荐日志--> <#--上一篇,下一篇--> <#-- 热度 --> <#-- 网易新闻广告 --> <#--右边模块结构--> <#--评论模块结构--> <#--引用模块结构--> <#--博主发起的投票-->
 
 
 
 
 
 
 
 
 
 
 
 
 
 

页脚

网易公司版权所有 ©1997-2017