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MMOFPS, can a quality massively multiplayer shooter exist in the current MMO market?

Posted by Hrothmund Monday February 18 2008 at 10:28AM
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MMOFPS, a genre that is still without its WoW or EVE, there really isn't a 'successful' and well rounded product out there for us to play. Having reviewed the base principles behind a MMOFPS, I am left wondering why.

Planetside was in many ways a very solid attempt by Sony. The core game was playable, the mechanics worked in general and even the balancing was taken care of quite decently. However, the 'magic touch' wasn't there. Combat quickly became repetetive and simply not involving enough to keep playing. The game was also a memory hog and took up a huge amount of system resources while looking completely dated. Yes, the game is still up and running, but I'd classify the title more or less dead.

Why did this happen, then? Why weren't people happy with Sony's blend of MMO and FPS? Why did the combat become uninteresting? I personally think the genre has been approached by the developers with the 'let's blend a MMORPG and a FPS' attitude. From the onset, the developers have been looking to create a hybrid game resulting in a dull, grayish compromise. I mean, consider the possibilities. We could experience Halo-like battlefields with hundreds of players controlling static objects and vehicles while working towards various objectives, coupled with Call of Duty/Battlefield-like rank progression, item drops and talent points. I'd definitely play a game like that!

The problem with all of this is balance. If you are to create a true FPS, then character development  and items should not precede player skill in deciding the result of a PvP encounter. This is extremely hard to balance. The sense of accomplishment is negatively affected if a maxed out character with the best gear available is continuously being being defeated by low-level characters simply because the player is not as a good a mouse-warrior as his opponents. However, new players will be disappointed if a maxed out character can one-shot them even if the player controlling that character is clearly inferior. What are developers to do, then?

I think traditional FPS developers have already come up with the answer. In the Call of Duty and Battlefield series your rank doesn't make you that much deadlier. It simply gives you access to new perks, weapons and cusmization options. I think this is the way MMOFPS titles should work as well. Why make level-specific areas, when you can simply create a system similar to CoD, Battlefield or EVE, where player characters are able to participate almost everywhere in the game world from the start of the game, just in a limited role. This means that the annoyance of seeing a beautiful area, or hearing of a cool planet but not able to actually experience the place until weeks later due to character advancement issues would be non-existent. People would not be forced to progress through the game in a certain manner, which would greatly improve replay value and the level of immersion.

You may think, 'but the player with the maxed out character who is just not up to par with his mouse and keyboard would still not be nullified'. You are correct. He would not be nullified. This is the essence of an FPS game, player ability is meant to be meaningful, the time spent in the game less so. Now, don't get me the wrong way here. Currently, I think there are no FPS games out there where a normal person without any physical handicaps can not become one of the elite by simply putting in the effort. This competitive aspect of FPS games is what attracts me to the genre. There is nothing like self development in 1337-skills to boost the ego of an it-oriented nerd! I simply love being able to instill some major pwnage on others.

I gather many people who actually managed to read through this monster blog were able to put two and two together. MMOFPS games are not meant to be mainstream MMO titles in my opinion. Most probably MMOFPS games will be favored more by FPS players who want a persistent game world, rather than MMO gamers who are looking for real-time combat. I'd like to hear some comments regarding this, at least my circle of friends seem to be on the same level with me regarding this. I certainly hope that there are developers out there who share this mentality.

User Comments

  • zergwatch- Mon Feb 18 2008 10:49AM
    • I was excited about planetside, but it just wasn't fun.  The graphics and engine were dated the day it was released.  If you are going to make an FPSMMO and want to attract FPS players, it needs to look AND play like current Gen FPS.. otherwise, why play a crappy looking mmofps when you can play a sweet looking FPS?

  • Hrothmund- Mon Feb 18 2008 11:17AM
    • zerg: Its true, the game as already a bit dated at release, but it wasn't the presentation which made me quit, but the gameplay and lack of immersion.

  • DarkTreader- Mon Feb 18 2008 11:26AM
    • Hrothmund, have you checked out Fallen Earth?  MMORPG/FPS.

      And I think something that you're forgetting regarding the graphics of games that've tried this in the past is that the graphics standards for a single-player game, or even just a standard FPS, are FAR higher than those of an MMO.  Why?  Because not only is there the graphics information for the computer & server to handle, but there are also constant calculations to run.  I'm sure we'd all like to see something as well-wrought as Oblivion or Crysis as a solid MMO, but until computing power can match consumer need, it'll be hard to hit that point.

  • Hrothmund- Mon Feb 18 2008 11:39AM
    • DarkTreader: I'm involved in computing myself, and I think its a misconception that fancy graphics slow down net code. Yes, with high-polygon models you will notice a sharp performance decrease in congregated areas, but this depends on your system, not the server.

      The presentation aspect of a respective game is mostly handled on the client side. There is not much 'graphics information' actually being transferred between the client and the server.

      The reason why MMOFPS titles are very resource intensive is that not only the movement of the characters is being handled by the server, but also dynamic aiming, projectiles and so forth. A ping of 300-500 is currently very playable for many MMORPGs, but this would not be the case for a FPS.

      Today, there are 64-player servers running for many FPS titles, which is a good start, since these games weren't coded to be massively multiplayer in the first place. I think we are not far away from seeing 'Crysis Online', give it a couple of years and the technology will most definitely be there. I happen to think it already is. The servers will need to be more powerful, of course, and possibly location based, but as I see it there is nothing prohibiting the release of a massively multiplayer FPS with top notch presentation at the moment.

  • JB47394- Mon Feb 18 2008 11:54AM
    • Hrothmund: "This competitive aspect of FPS games is what attracts me to the genre. There is nothing like self development in 1337-skills to boost the ego of an it-oriented nerd! I simply love being able to instill some major pwnage on others."

      There's your answer: everyone wants to be able to get some wins in.  The less mature the player, the greater the desire to dominate the weak.  And there are a lot of immature players in MMOs.  The presence of griefers reminds us of that.

      Consider an encounter between two players.  One is far more skilled than the other.

      In a universe of many 10-man instances, the lesser-skilled player knows that he's in the wrong room.  He needs to go find another room where he can face off against people at his skill level.

      In a universe of a single 1000-man instance, the lesser skilled player is stuck.  If he wants to play that game, he plays in that room.  If the highly-skilled player insists on a fight, then the lesser-skilled player must accept the fact that he's going to lose.

      Any game that involves competition must have a means of ensuring competition between like-skilled opponents if it expects to retain wide appeal.

      If all players were altruistic (i.e. mature), then when encountering a player of lesser skill, the skilled player wouldn't brutally dominate.  He'd spend the time to give that player a fight just at the edge of his abilities.  The less-skilled player would lose, but he'd be learning about how to play the game better.

  • Hrothmund- Mon Feb 18 2008 12:13PM
    • JB:

      You had some interesting thoughts there. Let me start with your imagined altruistic player. (Note that I discount roleplaying elements entirely.) I don't think that prolonging the fight and engaging an inferior player at their skill-level is unselfish. A quick mercy kill, I think, is much more appropriate. There is nothing worse than after an even and lenghty fight, noticing that your opponent was merely toying with you. I think it is much more patronizing and self-motivated to play in this fashion. Then again, this is a matter of opinion.

      From my experience in FPS titles, you master a respective game based on realising your errors and weaknesses and focusing on your strenghts. For me at least, it takes much longer to realise my weaknesses and errors when the opposition is less stiff, or is purposefully giving me some leeway.

      In FPS games, the learning curve is usually quite steep, which does eliminate a certain type of personality from enjoying these games. I think this should be take into consideration by the devs, maybe a solution can be found, but I personally think one isn't necessary.

      The main principle behind a FPS is that twitch-based player skills determine the winner, and I think changing this aspect waters down the whole concept.

      PS: JB, you haven't update your blog in a while. What happened? I always enjoyed reading your posts.

  • JB47394- Mon Feb 18 2008 12:57PM
    • Hrothmund: "You had some interesting thoughts there. Let me start with your imagined altruistic player. (Note that I discount roleplaying elements entirely.) I don't think that prolonging the fight and engaging an inferior player at their skill-level is unselfish. A quick mercy kill, I think, is much more appropriate. There is nothing worse than after an even and lenghty fight, noticing that your opponent was merely toying with you. I think it is much more patronizing and self-motivated to play in this fashion. Then again, this is a matter of opinion."

      Yes, I'm not referring to roleplaying either.

      There is a difference between toying with someone and giving them a good fight.  In short, a well-skilled player is training the lesser-skilled player.  This is something that a mature player does because it means that he's going to have better-skilled opponents in the future, which is something he looks forward to.  But that takes an interest in other players enjoying the game, which is far from a universal trait among PvP gamers.

      If you were playing a pro basketball player in some 1-on-1, the pro would be toying with you if he taunted you by putting the ball in your reach and then, when you try to grab it, he deftly flicks it into the basket.  He's toying with you.

      If you were playing a pro basketball player in some 1-on-1, the pro would be training you by playing below his maximum game, but at a level that you would be seriously challenged by.  You would be forced to push your game up a level.  Or at least know where your limits were.  If your limits are higher than the level that the pro is pushing them, then you will have advanced your game.  He knows he's going to win, but he's going to use the opportunity to push your skills.

      The quick kill is having the pro player just steal the ball, slam dunk, steal the ball, slam dunk, steal the ball, slam dunk.  There's no purpose to the interaction other than to make the skilled player feel superior and the unskilled player feel inferior.  Neither is particularly advantageous to the player community.

      Hrothmund: " PS: JB, you haven't update your blog in a while. What happened? I always enjoyed reading your posts."

      I appreciate the mention.  I get frustrated at describing principles of physics by using sports teams as analogies for the various particles and forces, only to have people start arguing over which sports team is better.

      Perhaps I'll try again sometime soon.

  • migueltb- Mon Feb 18 2008 5:01PM
    • Well theres this new upcoming MMOFPS from SOE named "The Agency" and for the first time I trust SOE will make a good product.

      There are some vidoes here at MMORPG, check the game profile, the project yet is missing a lot of development but it looks amazing for me

      http://www.mmorpg.com/gamelist.cfm/setView/videos/gameID/292

  • Hrothmund- Mon Feb 18 2008 5:15PM
    • migueltb:

      I am aware of the agency, somehow it doesn't strike me as the next big thing. It will be ultra-instanced and cross-platform which doesn't strike me as a good thing.

  • steuss- Mon Feb 18 2008 5:39PM
    • all you have to say is "QUALITY."   bring that to the table first, and you can profit insanely off of any type of mmo you bring in. Sure some will make you more (like innovation) but we really lack that simple word in our hallowed gaming market.

  • Karu403- Sun Mar 09 2008 6:32AM
  • sdozer- Mon Jun 16 2008 9:56PM
    • "Most probably MMOFPS games will be favored more by FPS players who want a persistent game world, rather than MMO gamers who are looking for real-time combat."

      Bingo. I'd like to see an MMOFPS that is just a massively multiplayer FPS without the added baggage. Are there any in existence?