Riot Games MMO

Control

Golden Baronet of the Realm
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15,563
It is funny. I don’t think any D2 or WoW guys really did anything close to their blizzard work after leaving. I think you could say Brevik had a few solid things, but any former Blizz/WoW have just made vaporware.

Game Dev is about that one big idea and the right people on that idea catching lightening in a bottle. They peak and can remain solid but there’s usually only 1…maybe 2 big ideas in the brain trust guy.
Yeah, design folks dramatically overestimate how importing the idea part is. What's the saying? "If you want to see how much ideas are worth, try to sell one of yours." I doubt most of those people really expected to do better after leaving though. They're mostly just creatives that wanted to work on their own thing. Just imagine being a designer working on GTA, "Hey boss, I have a great idea for a new game!" Boss: "That nice idea-boy, but are you done writing those 10,000 hooker death barks? Maybe once you're finished we'll see if you can convince one of our execs to abandon the top selling franchise in history to make your shitty my little pony mmo. We only needed one good idea, and we had it 30 years ago. Now get your ass back to the hooker hole."

Implementation and market conditions are far more important of course. I mean you still need an idea that has an audience, but I'd put that in the "market conditions" bucket. It's not just the individual devs though. Any designer will have tons of ideas, and a few of them are probably good. So any studio will likely have more good ideas than than the entire industry will release in any given year... But picking the right one to work on at the right time is tough, especially when you have a multi-year timeline with a rapidly shifting market. (With enough resources, you can kind of brute force it of course, but there are limits to that.) One good idea/implementation with the right market fit can potentially set a studio up for decades with sequels/related titles, but how many studios have had a hit and have gone on to make other, entirely non-related hits? It happens of course, but it's a pretty small number. Or maybe the better question would be, how many studios have gone bankrupt because they wanted to be creative and decided to make something different instead of making a relatively safe sequel that probably would have kept the lights on?
 
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Neranja

<Bronze Donator>
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MMO's are dead until AI is advanced enough to create one from a prompt.
MMOs are dead because the novelty of "running around in a world populated by other human beings", and "playing with like-minded people while socializing" has been replaced with "running around in a world populated by bots" and "playing with people that call you faggot ... on a good day".

You can now keep up with the few people you really care about on Discord, and just hop from one game to another together with them.
 
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Cybsled

Naxxramas 1.0 Raider
18,361
14,870
Early MMOs were basically proto-VR chat where you can fight orcs and dragons. That was a big part of their appeal.

Then people realized hell is other people and wanted a more curated experience with endless content drip

There is still a market for MMOs, but I do think they need to evolve to remain relevant. Just like how fps games had to move beyond team death match multiplayer
 

Malakriss

Avatar of War Slayer
13,126
12,503
The show-off factor still exists, whether it is for earned outfits/mounts/titles or bought skins through the game store they will sell more if there is a communal space for randoms to gawk at how cool your stuff is. Lobby simulators and instances can't accomplish that.
 
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Caliane

Naxxramas 1.0 Raider
16,688
15,228
I think what existed for MMO's was completely gutted by things like Rust, lost ark, etc. as noted, the Massive part of MMOS was barely a thing in "proper' mmos anymore. instanced mmos lost any feeling of actually being an mmo. you never just randomly came across other players in the wilde. you can't. you are in an instance.
large servers, and communities in those kinds of games are doing the job better.
This coupled with MMO's turning into jobs. this made mmo's unplayable.

Kill the Dailys, weekly, monthlies. Rethink raiding from the ground up.

Guildwars 2 was close. Rift had the base idea as well. its initial idea of pve town invasions, hot joined parties, etc, was great. but ended up failing at the high end, as it turned into a standard raid mmo.

I think they need to organize around hot joining pve raids, that don't require precise co-operation. so rando's can actually team up to work together. A greater focus on asynchronous co-op as well. so my playtimes don't need to line up with other guildmates play times, etc.
 

Valderen

Space Pirate
<Bronze Donator>
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We've had different definition of MMO in the last 26 years.

From one extreme you had EQ where nothing was instance and almost all content required a group to complete to modern day where most content is instanced and doesn't require grouping except for instance dungeons and raids.

I think the EQ type MMO are gone, even WoW type MMO type are probably gone. Games like Where Winds Meet is probably the future of MMO even though it's not an MMO. Essentially single player(coop) live service(for content updates) open world game and just group finder for dungeons and raids. I'm not saying I approve or like this tendency but I think it's where the genre is going as essentially covers what MMO are today...solo overworld, group only for dungeons, raids and world boss. The rest of the time you don't really give a fuck about other players as they provide little to no benefit.
 
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Cybsled

Naxxramas 1.0 Raider
18,361
14,870
The last MMOs where I played mostly because of my guild was New World and Dune if you want to count that - both had core mechanics that required a coordinated group to do effectively. But that is also a double edged sword because if people stop playing, you’re bored because there isn’t a whole lot to do without a group