Station.com
Sign In Join Free Why Join?
Sony Online Entertainment
Community Store My Account Help
  Search   |   Recent Topics   |   Member Listing   |   Back to home page
What do Players Want to See in MMOs?
Search inside this topic:
The Matrix Online » Top » Community » General Discussion Previous Topic  |  Next Topic
Author Message


Systemic Anomaly

Joined: Oct 10, 2005
Messages: 2461
Location: SyntaxXx
Offline

I found this and thought it could be interreting maybe to run the same test here on the forum? Maybe Virrago could set up a poll. I find it interresting as i see MxO as one of the few games where players has such an influerence on the game, story etc.

You can find the project here LINK

Asking players about their current gaming experiences may constrain us to thinking "within the box". The data we get simply reflect the effects of current design trends. As a way of getting out of this constraint, I asked players in an open-ended question to tell me the one thing they would want to see in an MMO. An open-ended question was used because there is no way to come up with a meaningful set of multiple choice options for such a question a priori. The trade-off is that it takes time to read and code each of the responses. For this data set, we took the first 500 responses and coded them into categories. Overall, no one category accounted for more than 10% of the total coded sample. Below are the coded categories with brief descriptions in descending order.


  1. Quests (9%): More interesting quests. Quests with variable outcomes. Quests that involve trade skills. Quests that drive social interaction. Quests that utilize logic.
  2. Customization Options (8%): More customization features. Ability to look truly unique. Unique classes or races. Hybrid classes. Unique abilities.
  3. Solo Content (7%): Soloability and solo content.
  4. Storylines (6%): More lore and background threads. Interesting stories or plot lines. Active storyline.
  5. Casual Content (6%): More casual-friendly content. More content for small groups. Low-level content.
  6. PvP Content (5%): More opportunities for PvP. Well-designed PvP content.
  7. Crafting / Tradeskills (5%): Robust crafting and economic systems.
  8. Role-Playing (5%): More support and enforcement for role-playing. Tools for role-playing.
  9. Community Changes (5%): Regulate farmers. Ways to report people. More mature / honest / civil players.
  10. Social Tools (5%): Ability to build houses or social spaces. Group transportation. Collective player-created content. Social events tools.
  11. General / Regularly Updated Content (5%): More content in general.
  12. Grouping (4%): Content for small groups. Content that fosters cooperation among players. Player interaction more integral to gaming.
  13. Combat Changes (4%): More skill-based combat mechanics (as opposed to gear-based). Better AI. More complex mechanics. Simpler combat mechanics.
  14. Alternative Leveling Options (4%): Ability to level via non-combat routes. Alternatives to leveling and grinding systems.
  15. Events (4%): Holiday events. GM events. Server-wide events. Community events.
  16. World Impact (3%): Actions having a persistent impact on world or environment.
  17. Technical Features (3%): High graphical realism. Better class balance. Faster turn-around time on bugs.
  18. Dynamic/Random Content (2%): Randomness in loot stats or mob stats, etc. Dynamic terrain. Dynamic events. Dynamic content.
  19. High-Level Content (2%): Content for large raids. Challenging endgame content.
  20. Difficulty of Play (2%): More difficult content. More danger in the world. Larger death penalties. More complex mechanics.
  21. Fun Fluff (2%): More humor. More fun, little things in the game. Fun mechanics.
  22. Exploration (1%): Bigger emphasis on exploration. More zones to explore.
  23. Variety (1%): More variety. More choices overall.
  24. Content Changes (1%): User-created content. Content that adjusts to group level.
  25. Ease of Play (1%): Simpler game mechanics. Less grinding. Higher drop rates.

Because of the small number of responses in individual categories, drilling down into gender or age won't yield reliable results so that analysis won't be presented here. Added Note: Given the open-ended format of this question, there was no easy way to analyze a large amount of data. On the other hand, small samples usually lead to uneven spikes in the data, but we don't really see that here. Responses were pretty evenly spread out, so one conclusion is that in general players do not perceive MMOs as needing one single important thing. Also, while the exact percentages may not be entirely representative, the generated list does give a good sense of the areas of change that players tend to point to.

 

Mindsweepx


odj


Vindicator

Joined: Oct 5, 2006
Messages: 2255
Location: UK - Wales
Offline

Combine 1 and 3 for MxO and I'll be happy. SMILEY



Code Breaker

Joined: Jan 9, 2006
Messages: 1320
Location: The Source Faction: My Own Organization: None
Offline

Interesting that Usability wasn't really touched upon or low system specs.




Ascendent Logic

Joined: Aug 16, 2005
Messages: 921
Offline

ya being able to play it on any computer, namely my now oldish computer would be important SMILEY



Jacked Out

Joined: Jan 5, 2008
Messages: 757
Location: Syntax.
Offline

9mmfu wrote:

Interesting that Usability wasn't really touched upon or low system specs.


Well to be honest im less suprised.  With the rate at which technology moves these days system specs are improving consistantly and thus making a modern system more affordable.  Granted not everyone has a machine which would be spec'd to deal with the demands of a game like MXO but its only a matter of time before most users out there would have access to one.

Im more suprised that there isnt something about player base size.  Surely the most important factor in any game is having friends to share it with?



Veteran Operative

Joined: Mar 24, 2008
Messages: 248
Location: Norwich
Offline

The wide range of responses just goes to show how hard it is to make a MMO to please everyone.  And, any changes will always please some and peeve others off.



Jacked Out

Joined: Jan 5, 2008
Messages: 757
Location: Syntax.
Offline

GreyMountain wrote:
The wide range of responses just goes to show how hard it is to make a MMO to please everyone.  And, any changes will always please some and peeve others off.


Very true.  I would say that our Devs do a great job at appeasing the masses in this game (with possibly the exception of one or two changes) even with the limited staff and budget we have.

 

 
The Matrix Online » Top » Community » General Discussion
Go to:   

Version 2.2.7.43