Social elements are game elements. And we're all armchair developers here so instead of espousing on game philosophy and how everyone should get a long and make a game where everyone loves each other, let's actually discuss theory on actual gameplay and the design of a game that reaches the goals you think game should shoot for. Your point about a bit of magic is a little weird, you should be more specific honestly.
The bit of magic was referring to misdirection. I know you're a fairly bright guy, don't be purposely obtuse with me. After reading the other few pages, you essentially agree with me--you just don't want to admit it yet. As for "specifics", this is NOT a specific issue. It's very much a "game direction." You can't plop a community dungeon into a modern game and have it be successful, I don't know how many times I need to say that.
Every facet of the game needs to support the other facets. Right now the main drive behind game design is to increase accessibility. And that drive is fairly logical considering that the major growth happened in this market during increases in accessibility. So, when accessibility increases--technology, world design, item design, all are designed with it in mind. New loot is available for tokens, the dungeons give tokens, the tokens are obtainable through the LFD--all these systems are designed with each other in mind. That's because the philosophy has been about participation--
How do we actually get people into the game?This has been the driving question beyond just about every design change, and technology and system in the game.
My statements have been changing that to "
how do we make people enjoy the world?"..The language is specific, but the cause is philosophical because it's not just ONE system. Your myopic attitude of "lets think of a single mechanic to fix all others!" is precisely the reason why we get huge piles of trash like SWTOR that focus on
onegame area and neglect every other system. It can NOT be so myopic, it has to be broad an ambitious. We're talking a complete philosophy shift from the last 7 years of MMO design. (And I'm NOT saying abandon that design--I can't stress that enough. I'm saying it's too one dimensional and needs to be expanded before designing for accessibility can continue.)
When I pointed out MUDs I was pointing out that I loved them. When all the EQ heroes in this thread look back and wax poetic about the good old days, I do the same for MUDs. My point is that there is always something before what you consider the pinnacle of gameplay. People that are playing GW2 and Rift pine for the days of oldschool WOW when raiding progression meant something and completely ignore EQ. And that 14 year old kid playing GW2 probably never heard of EQ and WOW is too old. I can also tell you that there are many more people out there that have played both EQ and WOW to some fashion, really love WOW right now and how it's better now. Games have their top in place in peoples lives. Many neckbearding eq back in the day was great, but a lot of people would never go back to that. People say that all the time here almost every day.
I still play with about 15 people from TBC WoW days, who started in TBC WoW, who literally broke their cherries there. They were hardcore raiders--and now are playing games like Rift and GW2. Not a SINGLE one of them talk about TBC WoW with the same fervor hat anyone who has played EQ talks about it.I'm sorry, the more you push this off as simple nostalgia, the more out of touch you look. Literally dozens of people here are telling you this.
BUT...
You are right in that NO ONE is going to go back to pushing 10+ hours a day camping (That kind of talk IS nostalgia). But where you're wrong is believing the elements that drove that kind of behavior, and the behavior itself are not separable. (To a degree they are intertwined but not completely)
I'll say this again..even though it's exhausting at this point. At one time, the best way to increase market share was to increase accessibility. The fastest way to do that was to put systems in place which completely replaced old, more social systems (Instances, Quest leveling, Solo content for example.)..From that point development time was spent on making those systems work, in order to streamline the most important aspect behind game growth--so OTHER systems were put in place to accommodate their use. (BoE is an example)...Eventually the entire development plan was centered around how to get as many people into the game as possible.
This has the unfortunate side effect of not marrying old stand by's, like community with instancing--but instead replacing them. The key to a new game will be marrying them together--going back, and taking what was eliminated and including that in new designs with high accessibility.
I don't know what you mean by ritual elements. Maybe it has something to do with puberty and losing your virginity?
Social rituals? David ?mile Durkheim. The "father" of sociology, in essence terminology you would know if you even understood the very surface of the concepts you were attempting to discuss? I find it ironic that you attempted to take a jab at me and inadvertently displayed your completely lack of information on the subject. But hey, I love irony. How about we take this down to the really cliche level and you can say "I dun told that smart guy if his socilocially wasn't dun good enough for Jesus and americi, it's not good enough for me!"
The rest of your post is very eloquent and overly verbose. Why not just tell me that you have observed that:As a player's ability to participate in more activities increased, their time for social interaction decreased.Now you have a point in such that a player might stop communicating with players around them with their keyboard, he is still interacting with other players around them.
Because that's not the essence of what I'm saying at all. Really
at all.But after reading above, I'm not really surprised. I'm thinking now the critical thinking I'm discussing is just simply out of your depth. (I'll fully respond in the next part.)
No, that's pretty much the opposite of specific. Actually I have no fucking idea what these means. Are you saying that you are going to design a "cave" somewhere that isn't marked and is guarded by a big bad guy that players have to get together to beat and then they get a reward? Or something to that effect? So essentially, a hidden named mob or a hidden open world dungeon that is probably hidden for the first two weeks of closed beta? Speak to me in real life terms and we can figure out how to make your dreams come true with actual game elements. Because no matter how lofty your magic is, you still need a coder to code it, an artist to animate it, and a network engineer to support it.
Ugh. Wow. I actually KNOW that I write well, Draeg. So, I'm pretty damn sure the problem isn't on my end. But let me hold your hand, combine the posts and really go in depth. (If I'm kind of annoyed. It's because I've been nothing but cordial to you--and you're becoming insulting as you continue to lose this argument and move farther from your depth. I'd rather have a discussion, but I can just go and flame the fuck out of you like everyone else, if you want.)
A community dungeon. This would be a dungeon that is a mirror of the same dungeon you would find within an instance. (As explained in my first post to you). This dungeon would be different in the way it's mobs, place holders and experience work. It would also have specialized loot, and the loot would be intrinsic to the world, rather than the character. What does intrinsic to the world mean: It means loot which comes from this dungeon will enter the world market either right away, or after the character has worn it. It's not BoE. This is different from a BoP item which will be created and destroyed based on a single character and will not affect the world beyond the character itself.
Community dungeons present a few problems. Why would they be used if instanced versions are available? What about botting and the effects on the economy? Are two main points. Let me focus on the first part, since this post will already be way too long as is. The lure of the dungeon would be that it has high experience (We'd need a revamped "broad" leveling system--you've discussed this already) and has
uniqueloot (Just a few pieces, maybe one per "boss")
andthe rest of it's loot, while a mirror of the instance version, is fully trad-able (Allowing the player to wear it, sell it or even twink with it--we want these items to have the
broadest possible use.)
This type of loot--which will enter the world and stay there, creates information networks (These are NOT the social bonds I'm talking about, so cut that shit about screaming auctions)--because it breaks the usual pattern of procurement. (Remember when I noted about your coffee vendor not being there? Unique patterns usually force query. This is important because it's how we link the dungeon to our player. You can also create this link by strong visual information--like huge shoulders.)..The player will ascertain, either through in game social links OR through a website (More likely) where to get this item OR where to farm items like this (And he will do so because of its broad appeal as either a market item, to sell or being used personally). The player now has a strong impetus to visit the dungeon. This is where the developer needs to plan things out very well. And every system within the game has to be built to support THIS kind of community builder--just as every system now is built to support instances/short interval play.
And by EVERY system, I mean everything from loot, to PvP. Even to character equipment. (Having a few slots dedicated to "non soul powered!" items or some other RPey bullshit, which essentially reserves them as slots for this purpose). Your game has to be built to be accessible to the masses (With instant access mini games, easy raids, and even PvP) but has to have mechanics in order to create a "core" group which will ritualize the more difficult aspects of your game (Uneven gear based PvP, Community dungeons with risks and other high stakes PvE.)
And what doesritualizemean?It means enjoining a core group (Judges, Ministers, Football players--would be examples of core figures in the real world) with a larger social group (Jury/Observers/Public, Church goers, Fans would be the larger social group) together in a way that lets them operate with a need for each other, without impinging on their duties. No one is going to ask a fan to jump in there and play football, yet he spends money on the sport year after year. THIS is what developers need to capture.
What does THIS mean
in the game? Well, the community dungeon serves to form the core group. Hardcore players will be there first. But there aren't enough of them to fill out any MMO--I'm not a hardcore player, and I know a vast majority of this board, despite pining for the old days, are not hardcore players. However, with high reward, high risk (Relatively), high time investment--you will draw this crowd. The trick is, as a developer, is to create content that needs bodies but does NOT produce fail scenarios based around those bodies.
What does THAT mean? Let me give you an example--It means that a core group COULD handle the dungeon with say 3 people. But their efficiency would be awful, and the
failure rate would be high(This is important, the inverse relationship of failure to number of people). However, as more people are added (Say up to 6), this failure rate goes down, and the efficiency rate goes up. This is unlike WoW, in that adding a bad player does very little to improve the efficiency rate because the boss/encounter was designed with a fully efficient group and thanks to random mechanics a bad player could cause a boss failure by himself. In the community dungeon, your design should be more about making difficult mechanics for core players (Like needing one good interrupter) but easy for the social group (Casual) by simply requiring they be there to add DPS/Healing/Buffs (Whatever, in essence, enough good players make the group--bad players just add efficiency).
And that's just the start, Draeg. In order to accomplish this EVERY level of the game needs to be designed with core+casual in mind, and enjoining those two in order to marry high access players and higher content players together. Everything from boss targeting, to scripting, to loot, to availability of dungeons. It IS very much a philosophy--it is NOT a single silver bullet mechanic. You have to go in with the mindset that you want a hardcore crowd, and you want them to use your casual crowd and you want them BOTH to need each other. You NEED to build a world where they can do that, not a game where they can enjoy it separately.