Three rules of MMORPG and MMO

I've laid out my three rules with a brief explanation for each.

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Rule #1: Crafting system

An MMORPG or MMO doesn't need to have a standard crafting system. I couldn't even imagine all the innovative possibilities, but a system should be in place that allows players to create goods that can circulate through the economy. Whether it's an EVE-esque mining system or a WoW-esque crafting system, players should have power, control and the ability to make items that are used in the game and by other players. It's important to note that some developers could do a good job while others do a bad job, but the basic concept should be there.

A crafting system to make items that don't get used offers little-to-nothing to the economy(and I mean feeding the economy in a circular pattern) or one that's overshadowed by a better system means that a craft system is poorly implemented.

As much as I dislike the disappearance of crafting systems, many F2P MMOs have been quite pragmatic about having upgrading systems in lieu of a broken craft system. Why knowingly put in a system that is going to be broken or never used due to another system overshadowing it? Why spend all the development-time and money on making a system that allows players to create armor and weapons when they'll be worthless thanks to raid-drops? I think the developers of many current F2P games are being smart and that's why you see much smaller systems that target the upgrading of the drops specifically and just do away with the ability for players to create items.

Rule #2: Auction house

Many people really love auction houses especially compared to individual player stores, but to me it's not that big of a difference. The only major reason is convenience. That's a good decision, no doubt, but it's not changing anything. It's just making it easier for players to operate within their already limited means more easily.

For this reason, auction houses and crafting systems are integrally intertwined. The crafting system let's you create the goods and the auction house is the means to interact with all the other players. An auction house is much more important than individual stores for a player-driven economy. It aids in balancing the entire servers economy. It wouldn't be impossible, but it would make developing a healthy economy hard if the players selling had to be online, could only sell when they we're online and had to clog up an area just to sit there and play the waiting game. Individual stores could work, but an auction house is much better for a true economy.

Rule #3: Interactive environment

This one is my new rule and the most ambiguous of the three rules, although equally important. When I say interactive , I don't mean that buildings must be destructable, or you should be able to move objects in the persistent world, but those ideas could work. All my rules are basic concepts. Having interactive content is simply having more than a painting you walk through. If all your basically doing is window shopping(regardless of how good the graphics are), then all the MMOs are identical in lacking an interactive environment.

Whether I'm walking down Hollywood Boulevard or walking through the aisles at Wal-Mart, if all I can do is look at stuff from a distance, there's not much that adds to gameplay. Granted, graphics can be a very big thing in it's own right I'd point to Vanguard as testament to that. Looking at a thousand dollar suit isn't that much more exciting than looking at a five dollar T-shirt. Suits might be my preferred clothing and it might be fun to look up a website full of cool suits, but I'm not going to stare at those suits for very long. There's no reason to sit there and stair at a new suit or fancy architecture in an MMO if it's just sitting there as a pretty building all the time even Vanguard goes beyond that aesthetic by having actual, beautiful works of art hagning on walls inside of buildings. Solid buildings can be very beautiful to look at, but they are in the world and you can't help but see them all the time and they carry a different aesthetic to actual museum-quality painting(as an example). If I can wear that suit or go into that virtual building, a whole new layer of interactivity is opened up.

I don't care if you can't sit in the chairs that would be cool, but not necessary to meet the minimum requirements of my rule. There are a multitude of ways to go above and beyond the basics of my rule, but at least have a building, a real building, that I can go inside of. Throw in multiple floors with steps and a basement. Throw in a castle with many rooms, hallways and chambers. Let NPCs dwell in them to whatever degree a developer wishes make them quest-givers or not. Allow the PvP to work within buildings players chasing, running from and hiding behind walls to ambush other players is adaptable. Actually have a world boss sitting in the throne room of a castle that you have to go inside of, climb the towers to and gasp actually get to live out the fairytale of storming the castle, defeating the bad guy and rescuing the princess(or any helpless NPC).

My suggestions and many more are all possible by simply having an interactive environment not to mention the amount of immersion you get simply by having a more 3-dimensional world.


A lot of developers are looking to the action. They are following the money and that's not such a bad thing. The one part of it that I understand, but think is still less than optimal is all the discussion on how to get people to interact. Group-content. In many cases, due to the narrow hose that players' spending habits are forcing developers to work within, devs are trying to find ways to encourage players to actually play with each other. Dungeons that force players to find a group made up of a specific amount of different classes, dynamic content to get players participating together to close rifts or down world-bosses. All that is fine. It's not awesome. It's not terrible. It's just shoulder-shrugging "OK" to me.

An auction house, a crafting system and an interactive environment are some of the most congenial systems. They never force you to do anything you don't want to do. They are just there, if you want them and want them to whatever degree you wish. They also are all completely group-oriented. The first two rules more-so than the third, but even the third is opening up new ways to interact with other players whether through PvP, role-playing or other methods.

What all this really boils down to is if you really are just trying to play a platformer and asking, everyday, for jumping to be removed or if you really want to play an MMORPG to begin with. Are you just looking for an arcade-game or a role-playing game?

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Posted in Fun Post Date 04/28/2018






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