The Other Worlds Shrine

Your place for discussion about RPGs, gaming, music, movies, anime, computers, sports, and any other stuff we care to talk about... 

  • Everquest: a case study

  • Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
 #140709  by Don
 Thu Sep 24, 2009 6:42 pm
EverQuest, as a game, has been pronounced dead ever since its first expansion, but 10 years later and 16 expansions later, it's still doing relatively okay. Although nobody releases subscription numbers anymore, it can't really take that much money for the salary of the 3 designers that still work for EQ. If you've stuck around this long in EQ, you know that massive nerfs, broken events, and a whole mess of stuff isn't anything to get fazed over. I think no MMORPG around does slow-paced combat anywhere near as good as EQ. Granted all the big subscription games revolve around fast paced button mashing, but there's still a considerable niche of players who don't think playing well in a RPG means being able to never miss a GCD every 1.5 seconds.

Yet on the eve of its 17th expansion, I think someone has finally figured out how to kill the game unless a miracle happens in the next two weeks. It wasn't a bug or even a nerf, but rather the players that killed the game off for good. There's some content that's way too good RvR for the players and that's going to be nerfed. If you play MMORPG at all you know that's nothing new. But then what really made this different is that devs went on and posted that casual players do not deserve this loot because that's stuff they should never get, and by the way you'll never get that stuff in the next expansion either.

Now when you talk about EQ, people always think about it as a hardcore game. One of my friend who plays MMORPG was very surprised to find out that people suck in EQ, because he figured by now the guys who still play such a 'hardcore' game must be equiavlent of Jedi Masters of MMORPG who do not need to sleep and never log off from the game. Yet really the average guy in EQ is the guy you should don't want to be a pickup group with in WoW either. If you add for the fact that EQ's UI is clearly outdated and that a very significant of skill comes from modernized UIs, you can easily argue the average MMORPG player of any recent game is much better than the average player in EQ, simply because modern MMORPG have access to vastly more powerful UIs.

Yet the players don't realize this, and devs are convinced that what they have left in the game still the Jedi Masters of MMORPG. At the raid level, EQ has arguably become more hardcore over the years, despite a constantly shrinking population. It's funny when people say raids are too hard in EQ and you get a 'go to WoW' response. Well most of the guilds that succeed in EQ would do rather poorly in WoW because it's not a game where you can have a huge advantage by just playing hardcore hours (though it certainly helps). After all, no former EQ guild was anywhere near the top 100 guilds in WoW worldwide. EQ has a ~500K peak subscription versus ~5 million for NA+Europe in WoW, so statistically if people from EQ is even as good as the average, there should be some guild in the top 10 worldwide that was formerly from EQ, but I'm pretty sure this isn't the case.

On most failed MMORPG you can almost always say it's because the game didn't listen to the players, since it's a catch-all generic excuse that covers just about anything. But I think more games that started out as successful failed because they listened to the players as opposed to not. More and more I've come to realize the guys who give you feedback in MMORPG are not someone who can be trusted at all. There are just very few people who are interested in provide genuinely helpful feedback. Most are only looking for a way to make themselves more powerful, or put someone else down (which is sort of the same as being more powerful).

If you go to an average MMORPG's website and look at the forums there, clearly there are sometimes good ideas in there, but most are bad. You'll not get very far if you never listen to your players, but I can guaranteed that even a game like WoW can be crushed in one month if you started just believing all your players know what they're doing an implement feedback you see from say, the official forum.

I remember seeing an article about beta where the dev says really betas are not about player feedback, because your beta players are worthless anyway, so if you don't believe you know the game better than a bunch of guys who are just looking for a leg up or free playing time, then your game is doomed anyway. In fact, I'd say WoW's success seems to have largely to do with never listening to what its players have to say publicly.
 #140711  by SineSwiper
 Thu Sep 24, 2009 6:50 pm
Don wrote:On most failed MMORPG you can almost always say it's because the game didn't listen to the players, since it's a catch-all generic excuse that covers just about anything. But I think more games that started out as successful failed because they listened to the players as opposed to not. More and more I've come to realize the guys who give you feedback in MMORPG are not someone who can be trusted at all. There are just very few people who are interested in provide genuinely helpful feedback. Most are only looking for a way to make themselves more powerful, or put someone else down (which is sort of the same as being more powerful).
This was discussed in that beta testing article posted a while back. At first, people who beta tested EQ were the type of people who were dedicated enough to understand why changes were made and took the time to test everything they could.

Nowadays, people just shout "NERF!" any time their own players' overpowered skill gets downgraded.
 #140712  by Kupek
 Thu Sep 24, 2009 7:06 pm
I'm unclear how this:
Don wrote: There's some content that's way too good RvR for the players and that's going to be nerfed. If you play MMORPG at all you know that's nothing new. But then what really made this different is that devs went on and posted that casual players do not deserve this loot because that's stuff they should never get, and by the way you'll never get that stuff in the next expansion either.
Is support for this:
Don wrote:It wasn't a bug or even a nerf, but rather the players that killed the game off for good.
I also don't know the definition of "RvR."

 #140713  by Don
 Thu Sep 24, 2009 7:42 pm
RvR stands for Risk versus Reward.

People didn't quit EQ over the nerf to the item. They quit over the fact that devs say you'll never get this stuff this year or the next year. That is a lot more important than the nerf itself. And the thing is that the forum is overwhelming support of these things because obviously forums are dominated by guys who have a lot of time to post. Now every game has its trolls, but here the trolls actually speak for the dev because the devs are either apathetic, or believe that the forum trolls really make up their average population.
Last edited by Don on Thu Sep 24, 2009 7:52 pm, edited 1 time in total.
 #140714  by Don
 Thu Sep 24, 2009 7:50 pm
SineSwiper wrote:
Don wrote:On most failed MMORPG you can almost always say it's because the game didn't listen to the players, since it's a catch-all generic excuse that covers just about anything. But I think more games that started out as successful failed because they listened to the players as opposed to not. More and more I've come to realize the guys who give you feedback in MMORPG are not someone who can be trusted at all. There are just very few people who are interested in provide genuinely helpful feedback. Most are only looking for a way to make themselves more powerful, or put someone else down (which is sort of the same as being more powerful).
This was discussed in that beta testing article posted a while back. At first, people who beta tested EQ were the type of people who were dedicated enough to understand why changes were made and took the time to test everything they could.

Nowadays, people just shout "NERF!" any time their own players' overpowered skill gets downgraded.
It's funny because the content in question was tested by some handpicked players by devs based on participation on the official message board.

What happened was 80% of the guys picked to test this never actually tested it but claimed they did, therefore missing any bugs/exploits that should be obvious immediately. Actually I think half of those guys that was picked no longer plays EQ.

The other 20% that did, just wrote down what exploits there are so they can use this when it's live. One of them even bragged about how he figured this out while testing this stuff and now he's racking up crazy loot.

As one of the guy posted on the boards, lost in the hysteria over the nerfs, people should be asking themselves: what is the future of a game where your handpicked testers are basically scums of the earth? How can anything possibly turn out right when your beta testers are the exploiters?

And yet, how is any other game different? Sure a game like WoW has their public test realms, but ultimately you still got your own group of people you can trust to test anything. But unless you got a lot of people on payroll to just test this stuff, it's just not feasible. For example these content are intended for 42 but actually stops allowing people to go in at 30. The dev's internal test team wasn't able to figure this out because they don't have more than 30 people. Sure you can say EQ is probably understaffed but clearly there are a lot of stuff in a MMORPG that is only apparent when you throw a lot of people at it.

What this basically means is that even if you have millions of people available, ultimately a game is only as good as your handpicked X testers. And I think that's rather scary.