M'colleague Van Hemlock is running a feature where he details features and ideas from MMOs that he
thinks are nifty, so I thought I'd steal the idea as punishment for him making us sound like a couple on
Shut Up We're Talking this week. Now I can't do MMOs of course as he's doing such a good job at that so I'm going to come at it from the console angle. Very few of these ideas will be obviously MMO based, but I'm increasingly coming to the conclusion that MMO as a term is what's wrong with this end of the industry at the moment.
Why? MMOs have baggage. We throw the term PvP around while the PC FPS and console gamers just consider it "Online". They have a special term for non-PvP and that's Co-op. From the start they're at an advantage as PvP is the default and the games are only just twigging that it's fun to play with your mates through an ongoing plot. What's more MMOs seem to be turning more towards the raid every year, which is just what online on the console is but I'll get onto that later in the series.
I'm going to start with a game on the PS3 that teaches a very important lesson that MMOs really could learn from. Fl0w is a hard game to describe, and it existed before the PS3 as a flash game but it was only with the motion sensing controller that is the sixaxis that made it reach a new level of amazingness. The game is basically this: You are plankton. You eat other things and get bigger. Eventually you notice you're on the end credits. Yeah, it's short and before you know it you're done and he repetition is just being able to be different creatures for each play through.
So what's so great about it? The controls. You tilt the controller to move and press any button to lunge forwards. And that's it. So how can that help MMOs? Take LOTRO, which I'm currently playing. I have x number of skills that need to be interleaved at different intervals. Most other games are the same and the whole idea is to make combat more involved. Of course it's a totally false button mashing experience designed to make you feel involved but maybe there's a better way? Fable 2 has an "attack" button that will apparently do different thing based on context, which may give you a more timing based experience but as it stands MMOs are more complex than they need to be just so that they can make you feel like you're doing more.
So that's the lesson. Stop hiding behind complex button mashing and make the gameplay capable of standing on it's own. Some MMOs manage, Eve springs to mind, so why can't others make that step?
posted @ Monday, April 28, 2008 11:28 PM