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MMORPG? MMMPPPHHH!!

by Steve Gibson, Nov 27, 2001 10:51am PST
Related Topics – MMO, Games: PC

Here's something you dont see every day. A game developer telling people to not play games. It's an interesting note from Brandon Reinhart (Thanks -TkF-) at 3DRealms who has been spending his weekends playing Dark Age of Camelot.

Today I had a startling revelation. It's like a light turned on inside my head. All of this time I have been investing in these massively multiplayer games, from UO to DA, has been time I have lost. I have not fulfilled my primary duty to myself: self education and self improvement. Instead of spending my weekends programming or reading like I used to, I've been rotting away playing the same game over and over again. [...] But this MMRPG stuff has been pure virtual masturbation. With no long term or respectful benefit that I can measure. Why am I putting this in my .plan? Because it seems appropriate to look back on all my enthusiasm for this genre and say "I was wrong, this has no value." [snip]
Pretty much gave up Diablo2 for the same reason. It's really quite fun for a long while but after a certain point you're just spinning your wheels when you could be experiencing something new. Be it a new game, or sunshine. Preferably a new game. :) note: Attacking MMORPG players and calling them names etc is not the topic here.




Comments

87 Threads* | 181 Comments*










  • Yes multiplayer RPGs, like any game, are a "waste of time." Of course, why this, in a nation (USA) of couch potatoes with adults watching, on average, more than seven hours of television daily should alarm us is beyond me. Lifetimes are being wasted on less interesting diversions; playing Bejewelled, reading and writing witless .plan files, waiting for Duke Nukem Forever, the list is endless...

    Perhaps Mr. Reinhart, when you are done bashing on other games that happen to (actually ship and) be more compelling that anything 3DR has done (in-house) since DN3D (1996 folks!), you can take a break and return to your job.







  • You can spend a lot of time playing other games too, but I think MMORPGs are hated mostly because they're purposely designed to suck away your time. Very slow skill advancement curves, and harsh punishments for dying ( and dying is usually a result of a bad link or LAG 80-90% of the time ) are there specifically to make it take as long as possible to journey through the game and the developers make more money on their subscriptions. Couple that with, like in EverCrack, it can take you upwards of 30-45 minutes just to recover your items ( if your're lucky ), or walk to the next city, and it's insane to keep playing after the new 'wow' factor fades. How fun is it to sit and look in a spellbook for 20 minutes after each battle to regain your mana or whatever? And what do you get after you do spend months and months to reach that uber status? Nothing. A bunch of "items" and "skills" that are nothing more than variables in arrays passing through the electron stream of circuitry through your PC that would not take more than a minute to assign max values to all through a character or in-game editor used by the game admins.

    Sorry, I'll stick to that other game called.. Life

    But hey, if you're a loser, you're a loser... why not surround yourself with 3D models of chicks textured with thongs and g-strings... Can't be any worse a life than a guy who spends his days going out to bars, wastes even more money, and gets so wasted he doesn't even remember what he used his time for...

    Whatever. Turn off the monitor. Go Outside. Talk to someone REAL (preferably of the opposite sex) and get on with things..


  • I bought DAOC as my first MMORPG and I don't plan on paying for any of it now that my one month is up. I played with some friends who got really ahead of me once they started doing 10 hours a day. MMORPGs are all about the time you pour into them, there is so little skill involved. Any enthusiasm I've had for upcoming MMORPGs is more or less dead. These types of games are fun for the brief moments you get a level or a really cool item or something, the rest of the time is going back to the same spot to sit there hitting one button and watching your character hit some monster until it does and gives you XP. No skill or strategy are really involved. Ah well, just my rant. But I'm glad this guy sent the message out to other programmers who are jumping on the bandwagon.










  • Well the consensus seems to be that Reinhart's complaint can be applied to any game, genre of game, or other recreational activity just as well as to MMORPG's (christ what an acronym). I'll have to agree.

    But there is something about MMO___ games, an enhanced likelihood that they'll have that kind of effect on you. The only MMO game I ever played was Mankind, an MMORTS, and I tell you it CONSUMED me for a while. Then I realized, as Reinhart did, I suppose, that it was a waste of time. I think the fundamental difference (if there is one) between an MMO game and other games is that MMO games set you up to work and build toward a goal that doesn't exist. For comparison...
    In a console-type RPG (Final Fantasy,etc), you can work up your characters and comb the beaches of the world for items and consume nearly as much time as you would playing an MMORPG (ever try getting ALL the chars in FF3 to level 90+?). But there is an end goal: beat the final boss. After you've done that, you still might wanna dick around and build up, but you KNOW that it's essentially pointless, that you're just doing it for some impressive numbers, blah blah blah. In a multiplayer FPS, you (can) play on and on and never "build" or "create" anything to show for it, but there are still limits. After ~25 minutes, when the map ends in CS, you've got some closure, and a good stopping point to make a context change. MMORPG's lack that stopping point, you have to arbitrarily pause in your adventuring, and the continuity disruption that results is often enough disincentive to simply prevent players from stopping until they fall asleep in front of their monitors. Yet though the "goal" doesn't exist in a MMORPG, the entire game system tricks you into playing as though there were. As if gaining one more level, or learnign one more skill, or whatever, is all that matters. Except when you get there, there's something else, nothing is final.
    ...which leads to...
    I think the other difference might be in contained in the "massively" part. Even if you ascend the ladder of experience to dizzying heights, you're only one among SOOOO many, that attaining a sense of accomplishment is very difficult. In a story-driven single player game, when you "finish" the game, you feel like you've completed something. It may not be something worthwhile, but there it is. At the end of a map in an online FPS, you're shown the scoreboard, and there's your place. It may be first, or last, or somewhere in the middle, but there it is. Even games as open-ended as sports games have a "season" mode or somesuch, which you can "finish". MMORPG's lack this entirely, the game simply continues ad infinitum.

    Kind of like life, don't you think? So long as you live, no accomplishment is ever final. In the game, it's so long as you keep playing. And that might be the key insight into why MMORPG's are such fierce time-wasters: playing a MMORPG is living a surrogate life. You have an entire other self, another life to live, and just as you never stop doing in your real life, you don't want to stop playing the game life. It's when the game life becomes more interesting than real life that people really get themselves in trouble.
    Perhaps what MMORPG's need are finite (semi-randomized?) lifespans for characters? That way, just as life has a natural limit on your total amount of doings, so would the game life.


    MoNsTeR

  • i'm just damned glad i kicked the diablo 2 habit. they came out with a patch that made it suck that much more - thank god - and i just upped and quit. after months of that, my skills at quake suffered, i had to play quite a bit to get em back...and what do i have to show for those few months, certainly not more gaming skills, like you would get from quake - but a bunch of accounts of items i spent months searching for (read:nothing...useless)

    even was fucking with my relationship with my woman, damn, she was even addicted.

    one computer
    two people addicted to that shit...not pretty.
    damn, i think some days we wouldnt even screw, we just traded off after 12 hours from playing to sleeping.

    screw them kind of games

    and shit, how bout this new one comin out from blizzard...like a warcraft rpg or somethin, the hardcore players will be required to play like 40 hours a week...damn







  • Hopefully, when playing a game you're having fun. If you're not having fun, then you should quit and do something else -- it's quite simple. MMRPGs are exactly the same, if you persist in playing despite it not being fun, then yes you're wasting time. If you're having fun, then that time spent has just as much value as any other game.

    There's nothing wrong with the genre itself, people just have a horrid habit of spending time building their character without caring whether or not they're having a good time. They're the same people you see posting bitter and angry messages on eqvault, very similar to this .plan update, without realizing they're entirely in control of this. The game's not making you play it.

    The genre as a whole would be much improved if people would get over that mentality.