the problem is games are neither films nore books (square enix in particular seem to have difficulty grasping this) and as such should not be entirely made up of cutscenes
one of the games that was successful at telling a story was halflife and it did so with iirc just 1 sequence that was strictly a cutscene and about 4is that were cutscenes in a wider sense
how is that even possible in a paragraph that has 8ish pieces of punctuation in it?
it shoudlnt actually
but thus far they have insisted on putting verhicles in any game with a "cry" in its name and in all of them the vehicles were properly shite
imho the least they could do if they insist on forcing these stupid vehicles on you is make them handle like something that remotely resembles whatever vehicle youre in
I realize that this isn't a business and wasn't thinking in sales . I was thinking that it would be rather frustrating to put a lot of hours into a hobby that people will maybe play for a few days before they go back to playing their main MMO.
Indie development both monetary based and freeware is grounded in being different from the mainstream and trying ideas that big publishers would never greenlight for being too far out of the box. In the same vein though thats also the only way those games can ever stand out against the blinding background of triple A titles and be seen recognized and played in the first place.
It is a very rare occurence for a small game like Counter Strike to make a splash against titles like Q3 or UT and I doubt there currently is a market tougher to break into than MMORPGS.
The number one reason grind gets put into MUMORPUGERs is Skinner's Box. You're coniditioned to enjoy meaningless (in the grand scheme of things) numbers go up constantly while you play to keep you as a paying customer for all eternity; ideally (for the publisher) anyway. The problem is finding the right balance between sufficient gratification while making progress as slow as possible.
Basically achievements use the same principle to keep you playing.
And here's some relevant viewing to keep you from treating your players like pigeons: http://penny-arcade.com/patv/episode/the-skinner-box
If you must make a MUMORPUGER (and you should not but I will get to that in the end of this post) the trick is to be able to tell the story of the game not through cutscenes and endless textboxes of narrative but through play and and the world around you. The way the world reacts to your behaviour as a player and the situations your thrown into can contain a ton of good narative without explicitly telling it. However that is probably way beyond the scope of what a single person (which I'm getting the vibe you are in this project) can concievably pull of well.
I think the best way to do this is some kind of ladder and matchmaking system where your pitted against player of equal skill combined with a game that isn't build around persitant leveling. I.e. the only advantage a player with more time in the game has is actual skill not some built in advantage the game itself provides.
The only thing that can break that is diminishing influx of new players. As long as you have a constant rate of newbies picking up your game you will always have players of all skill brackets to pair up with anyone wanting to play the game. If the stream of new players ebbs away you end up with a playerbase that improves in skill constantly to the point where only the most commited new players have any chance of truely enjoying the game at some way off point in their future.
You can get a good sense of what this feels like by trying Quake 3 1v1 or Broodwar today if you have no or little prior experience with either.
Look into League of Legends and all the other free to play games that are cropping up left and right these days. From what I know LOL's only stream of revenue is selling skins for your heroes; i.e. stuff that is entirely cosmetic and yet they seem to be doing just fine in terms of revenue.
Also more relevant videos: http://penny-arcade.com/patv/episode/microtransactions
MOBAs and Warcraft 3 both have non persistant leveling. If your game absolutely must have this having a level system on a per game basis is the way to go if you ask me.
Or alternatively you should design your system around gaining wider access to the games content and not stronger chracters. A good example of how not to do this is Jumpgate which had lighter ships that you could access at lower levers and heavier ships at higher levels. Conventional space shooter logic would mean that a light ship should be able to compete 1v1 vs a heaver craft if the player is good enough at handling it and can use the greater mobility of his craft to outwith the guy in a heaver ship. The reality in Jumpgate however was that heaver crafts were actually faster than lighter ones and by and large more maneuverable.
This creates two problems:
1) new players are forced to grind until they get to the point where they can actually do anything interesting in the game
2) the gear high level player use will be identical across the board making pvp entirely predictable and boring
The way around this would be to design characters at all levels of play to be inherently balanced as long as the player has the skill to fully utilize their potential. This means the new players will not be locked out of 99% of your game through inherent limitations but through their own. Which is especially important if it is a small indie game that wont have that much of a player base to begin with thus leaving your world deserted from most people point of view.
To quote the video I linked earlier (definitely do watch it!) DO NOT SELL POWER.
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Now for the rant.
First of all especially if you are alone on this don't try to make an MMORPG. It takes a ton of money and time to create enough content for it to keep players interested for more than a few hours on top of building the game itself and the chances of doing it singlehandedly are pretty close to nill. Secondly there is WOW, everyone who wants to play an MMORPG already plays WOW, it has effectively destroyed the market, there is no realistic chance of breaking into that. More well funded projects have tried and failed several times.
Secondly make something that is genuinely original. Whatever idea there is that has already been done before there are several better funded projects already doing it. Whether it is WOW, LOL and DOTA 2, Starcraft, iRacing any of the classic and relatively new genres has huge players already in it that are nigh on impossible to compete with unless you have at least some sort of gimmick they don't.
Thirdly I would advise you to make something based around insular instances of the same game that the player will play repeatedly, think any kind of traditional game where the state of the game gets reset after each instance of the game has ended (e.g. racing games where the gamestate resets at the end of the race or tetris where the game starts over after one player is eliminated). It keeps the amound of content you have to create at a realistically attainable degree and allows you to tack on content as you go along. Perhaps even to weave every game into a surrounding narrative at a later stage of the development where e.g. each game of a MOBA is a single battle of some greater war going on in the world.
1) dont you dare put grind into it
2) the thing that worked best in jumpgate to up the fun level was messing up patches right before the weekend to the point where they had to reset the whole server to the state before the patch and announced that the weekend would be anarchy weekend where everything you did was going to be without consequence leading to massive massive wars
because theres a ton of inductance bewteen the alternator and battery in the front of the car and the amps in the rear and you need to offset that with some capacitance to be able to draw current spikes
ive used apple machines on and off and you couldnt get me to use one for a prolonged time if you held a gun to my head
first of all all laptops these days even cheap eeepcs have multitouch pads (although i do have to agree that the one on the mbp is oen of the best)
pretty much every singe workstation case has has hard drive backplates since before jesus was born
its nothing special at all if youre willing to pay the premium for a workstation (which doesnt necessarily include the additional apple premium)
oh boy what an utter load of uninformed bs
just to name a few catia hfss cst and pretty much every other ansys product arent even available for macos
maybe but to run with your example there isnt a whole industry built around marketing expensive beans to stupid people
i guess theres these http://en.wikipedia.org/wiki/Kopi_Luwak and no matter how good it might taste youre still drinking something that came out of an animals arse but the vast majority of coffee (and indeed most other products) wont break your bank and to stick to coffee when you consider it had to be shipped halfway round the globe youll find it has a ridiculously low profit margin compared to audiophile equipment
whereas on the other hand you have audio equipment containing electronics you could pick up for a couple of bucks and solder them together yourself sold for hundreds if not thousands
and even if there were or is a measurable difference in the products it usually bears zero correlation to the pricing
also im fairly certain if you actually took the time to do the measurements youd probably be able to find that for every single component in your audio setup with the possible exception of the speaker enclosures theres a replacement model from china that either contains exactly the same pcbs as the one you bought or causes an either impossble to measure or at least inaudible degradation for a tenths or hundredths of the price
someone also meantioned earlier in this thread that there are apparently people who believe that scratching cds in a certain pattern will make them sound better or that cd demagnetizer which assuming its not a joke product im sure someone out there has spent money on
first of all its clear that you could sell anything to these people no matter how ridiculous and secondly to tie this back into the claim that cds sound worse clearly this highlights that people havent got the faintest idea how any of their audio equipment actually works
to conclude and summarize when buying coffee your observation bias wont cost you hundreds or thousands of euros in stupidity tax
why would he even test these he should know that its a complete waste of time
not that testing audio equipment by listening to it outside of a very well controlled environment is the least bit meaningful but thats an entirely different can of worms
it sounds better to your ears is a completely different measurement than saying the sound is measurably better
and if you did the same kind of horrid distortions the whole vinyl process does to the sound to the data comming from the cd i can guarantee you you wouldnt be able to tell the difference in a double blind test
so basically what youre saying here is decades worth of scientific study are less accurate than you ears?
sod off if all you have to contribute is calling others ****s
im not gonna type out what would be a 2h uni lecture on how pcm and quantization works for you
if you really want to know this stuff feel free to pick up a kammeyer or proakis or whatever