typedef struct {Why the MMO genre sucks, and how I'm going to save it};

30Jun/090

Design Peeve #3

Asterax differentiates itself as much by what it doesn't do as what it does. This is part of a series of posts explaining Design Peeves we don't agree with and are trying to avoid.

Permanent Player Boundaries

I think "RvR" is the politically correct term. It's where you join a game faction, and you're in for life. Your interaction with other factions is limited--you can't do their quests, walk freely in their towns, or often even speak to their players.

Now, like the rest of these pet peeves, it's not entirely damnable. You'd just need some pretty strong reasons to do it. A storyline that doesn't matter or a canon you're taking enormous liberties with everywhere else isn't enough.

Even Blizzard's realized it, so now they're planning a Faction-Change Service.

Look at Star Wars Galaxies factions. Each had their own bases and quest lines, but they were mostly inhabiting the same space. The PvP on/off switch, the relatively neutral centers for commerce and travel, and the free communication between factions led to players spending much of their playtime with the opposing faction (knowningly or not) when they weren't fighting the war. The net effect was that you knew the enemy. You knew their PvP heroes as much as your own, and were much more engaged because of it.

You won't find any MMOCrunch posts about Asterax lamenting how it's impossible to find any fun because there's no one to play with. Players are so stratified that the subset with whom you can actually play falls below critical mass. We're small, this game is going to be fun whether there's 2000, 200, or 20 players logged in.

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16Jun/090

Design Peeve #2

Asterax differentiates itself as much by what it doesn't do as what it does. This is part of a series of posts explaining Design Peeves we don't agree with and are trying to avoid.

#2. Shared Single-Player

Shared Single-Player is the idea that, in modern MMOs, each player is playing their own essentially solo experience, with only incidental or periodic contact with other players. Each is playing their own story in a static world. It's easy to see the benefit here: Existing RPG design readily transfers over, where it breaks down in more "worldy" games.

While you can group up and play with other players who are in a similar place in their story (read: close in level), you can't really "play with your friends," because you're all on different paths. As soon as you go hit the club while they're leveling, you're behind. The design response to this has been to make things more and more soloable, or implement sidekick systems. This makes sense, because I sure don't want to spend the first 15 minutes of my playtime looking for that right combination of classes/levels to play with.

Asterax is going the opposite direction. It's not about your story it's about OUR story. I'm a 2 year vet, you started yesterday. Can we play together? Absolutely. Your guns aren't magically weaker than mine. Of course, I have more options...and I'm the only one that can call in friggin' air support to level buildings ^_^

This will require a different take, where "quests" and even "items" aren't just an assumption. I'm confident there's a space in the market for a game that brings the player's story and the world's story together.

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5Jun/092

Design Peeve #1

Asterax differentiates itself as much by what it doesn't do as what it does. This is part of a series of posts explaining Design Peeves we don't agree with and are trying to avoid.

#1. Forcing players to make uninformed, irreversible decisions

If you've played an online RPG with more than a casual interest, you know they're not something that can just be jumped into. Games like EVE require background research before even the first character creation steps can be taken. Let a player get stuck with a gimped race/class combo, and good luck getting them back once they finish banging their head against the wall.

We've got a whole immersive world at our disposal--can't we do better than an FMV intro and some lore text? In Asterax, everyone starts off the same. Through fighting alongside other players and friendly NPCs, you'll get a firsthand idea of the different roles you can take on in combat, and choose from there. If you're going to force your players to make a permanent choice, it needs to be informed (or inconsequential).

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