First I'd like to address Tovin's original article then my own views. Tovin is not goign to like what I have to say/ :(
Tovin wrote:
Billing me $15 a month, when I play 2 hours due to family, work, house issues, or just plain being over-scheduled is stupid. I know it works for the MMO companies, but the time for them making a buck off of people's being busy is over. Get with it folks, and find a billing schedule that works for me, because right now, none of you are getting my money, and that doesn't work for any of us!
If someone could come up with a gym-type billing, $2-4 per sign-in for 24 or 48 hours, I'd probably do it. A great gaming weekend followed by nothing for 2 weeks fits perfectly into my schedule. I know that micro-transaction games incorporate this type of schedule free billing, but other than Fiesta Online, I've yet to see one that is translated well, offers decent customer service, and in game events. How sad is that, and what a testament to Outspark and their business model!
Most any sort of pay per time plan is a non optimal plan for MMOs.
For simplicity most MMOs use a one price system, with occasional special launch offers. They have few customers so price segmentation isn't usually viable option for them. This means whatever pricing plan they select they must select it for all customers.
One time fees for unlimited access simply pleases the most customers while gaining the most profit for the producer. Most people dislike pay per time plans in cable television, in internet, and phone usage, it's not an anomaly that many dislike like it in MMO.
Unfortunately this means a few users, like Tovin, are shafted, and must choose between paying $15 for something they aren't going to play as often, or not playing at all. Neither is a great choice for such a user, but it still doesn't make any sense for the company to change.
Tovin wrote:
Not giving players a chance to police others in game has led to zero teamwork, servers where no one looks out for each other, and in general, disastrous server communities. I'm not advocating an instant crackdown system, but any community that openly allows jerks and griefers to continually advance at the same rate as those who work together, get along, and share without giving other players the chance to halt or severely stall their progression, well that system just blows.
Whether it be through a not grouping agreement with your guild or alliance, blacklisting them from raids, equipment rolls, or events, accepting people's money because everyone's $15 spends just the same as another, without allowing any enforcement for generally accepted social rules, works on paper but not in a community.
There have been a few games with player police or "mentor," systems and they're simply impractical on a large scale. Companies simply do not have the resources to implement a large player police system and keep it free from abuse while maintaining a constant price for the game.
And honestly most player crimes are minor inconveniences or players have been the ability to deal with the problem themselves.
You can't ban or penalize (systematically) players for being rude or bad at the game. And mostly this is something that players can deal with themselves. If someone bothers me I'm able to deal with it myself, and do so effectively.
Sure putting my pants on in the morning is a minor inconvenience, but it really isn't worth paying someone extra to do it for me.
Tovin wrote:
The gathering places have been let go, in lieu of questing systems that do not encourage social aspects. Remember when everyone level 20-25 went to the same spot because that's where you would find the groups, and good mobs to kill? Well someone ******* about "the grind" and now those days are gone, and the knowledge of how to get that same social interaction, hasn’t been replaced. Finding groups for what you need to accomplish has become quest-centric. Lost in the good old days is the hope of ever finding a pick-up group that knew what you wanted to do, stuck you on a list to join, and then you chatted with them while you waited.
Questing is fine. The systems they encourage are fine. But the social aspects of finding a group near constantly spawning mobs, killing with them for as long as you had time, and then letting the next person on the list take your place when you left, are lost. Learning what players not to group with, being forced to share spawns, loot, and wipes with these people....that's what made the social aspect so much fun! So why did someone feel the need to completely wipe that away, instead of complementing the questing system with it?
The problem with grinds is that in order to be able to effectively find a group there needs to be a plentiful supply of people willing to grind, which typically implies grinding being the most efficient or only form of leveling up.
Personally I actually do enjoy the occasional grind as well, but I have to admit in general it is a bad system.
Typical quest oriented game now still involve grind or allow for mix quest grinding which although often solo does not usually prohibit group grinding.
Overall while I would agree my enthusiasm for MMOs has faded I doubt it has anything to do with the games being produce and more to do with the personal novelty wearing off for me. I also believe that while you may find the sort of changes you've suggested for MMOS favorable, I believe many others (myself included) would consider it a step backwards for the genre.
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1. Classes need to be able to fill multiple roles and multiple classes should be able to fill the same role. Having a tank class or a healer class, where that is the one thing the class does well and especially when they are the only class who can do it, is a horrible system. It pigeonholes players, creates huge party wait times, and generally oversimplifies the game.
Rather than defining a class by it's role classes should be defined by the variety of roles they can fill and how they fill them. So you could have Tank&Healer class and a Damage&Healer class. They'd be furth separated by the way in which they perform the same overlapping role, maybe one is an HoT and direct healer and the other prevents damage by having absorbing shields or raising armor/avoidance.
This creates distinguishable classes that allow a player much greater flexibility.
2. Variety of PvE and PvP. Players like options. There should be a variety of ways for players to level and quest in PvE and plethora of means for players to engage in PvP (instance fights, open world, duels, objective based, sieges). Everyone should be able to find something enjoyable in each sphere of the game, and when they get bored of it they should have something else to switch to.
3. Customization of a character while still maintaining identity. I emphasize combat abilities over appearance, but the same applies to both. Mostly this is simpyl taking the implementation of WoW's talent trees to a greater degree.
Players should be able to have a great degree of control over their character's style, directing its growth how they see fit. An example would be WoW's shaman. You can be a melee shaman, damage caster shaman, or healing shaman. However in doing this it is important that there be a clear differentiation between these choices, possibly through dividing up the pool of choices into several separate pools (talent trees). A player should be able to identify themselves as a "Gun-using cowboy," and be able to tell that the other guy is a "Horse-using cowboy." The distinction should be clear.
4. Non-penanlized decisions. Essential it should not be possible to mess up your character and not be able to fix it. Anything a player gains while leveling, stat points, ability points, skills, talents, whatever, should be able to be reset and reassigned if they player so desires. It may be somewhat difficult or expensive, but it should at least be possible.
I'd even extend this to race. Either races should be well balance from release or a player should be able to even reselect their race.
A player should never feel the need to delete their character in order to remake it with a slight alteration.