Thanks, Beefy!
Awoke this morning struck by how these sorts of discussions reach a stage when folks stop listening to each other. The guilty party that came first mind....well, me of course.
Tanivar never said Renaissance diminished total numbers. What he said was that it cost the game players. And he's right. As I said, many players did indeed leave. A larger incoming number followed but that's a separate issue.
Another important point that simply sailed past me was the properly controversial and perhaps appropriately named Age of Shadows. I wasn't around for it, had no visibility into its creation. And, yeah, it's indisputable - now that I've asked the right questions, in game, of folks who summarized its impact well - that it was a MASSIVE change. If a launch is followed by handing out gifts to customers to thank them for not leaving....well....that could have gone better. Plus I keep seeing these "I survived the launch of Age of Shadows" items on vendors. Hmmm......
Oh, and this is an important point....well...to me it is: I had squat to do with UO. I contributed nothing meaningful, to my mind, to the game. I was a witness to a lot because all new Origin employees were cycled through the UO team to learn how Origin developed software, in my case enroute to Wing Commander Online, which became Privateer Online, which became DoA when EA decided we'd yet to fully get what we could from the Ultima property. Origin's tag line: We Create Worlds. Many folks working there thought that should be amended to the singular.
I was strictly a simulations guy at the time. Air Warrior had been my game. I was there to help design the space combat portion of a rather remarkable approach to the MMO in that day: two games, each needing the other. World building on the planets; fleets of space ships "above" fighting their own war to serve, or mess with, colonies planetside. Back then, and now, I love games that demand real world skills rather than abilities delivered by the game in exchange for repetitive tasks. We sought to serve both constituencies....but that's beside the point. I was there for that, not UO. I was shocked by how much I enjoyed UO however, and impressed by the support organization of the day. I love a mad, driven and determined scramble. Had the AOL lawsuit - volunteers suing over not being compensated for their work - not succeed in the favor of the volunteers...well...that was long ago.
Finally I could have better made the point regarding the disruption of change. Point I was trying to make was that no matter what you change, its disruptive. Change is a loaded word though. Put better, you must continue to develop the game. It's stand alone games that are done when they're done. Online game development never ends because it can't. Players experience the content and need fresh challenges. Adding any new element, however much you need to, creates disruption.
An MMO ultimately belongs to players. It's their world. In an extraordinary act of perfect symbolism, someone killed Lord British on opening night. As a dev, you could not hope for a better outcome. Opening night is the act of turning the world you've created over to the players. After that the work is rather thankless. Inevitably, no matter how clever, cunning of well executed your work is, it's their world, you're the hired help and, most player will feel, "Damn....it's hard to find good help these days."
It demands an egolessness that's a hard sell to game developers...well...I had a hard time selling it at first to my guys but I did one smart thing. I made them play the game. Soon, all the feature sets for every iteration of the game I was serving were coming from the team based on what they'd learned the players wanted. What they want has to be evaluated of course. You have to separate the selfish from the global, good of the game desires. Plus, you're a professional at this, damn it. You have to convert desires, both the raw and the thoughtful, into a package better than what customers asked for. And, you have to filter it all though your knowledge of the possible because you know what the software and the architecture of the game can do.
The purpose of software development is to delight the customer. You'll never accomplish it, but that doesn't mean your goal should be anything less.
Which leads me to this point. This client discussion has veered from the possible. Every game client sucks in some way or another. All graphics could be better. For good or for ill, there are but two checkboxes in the here and now. An unforgivable sin for developers is to adopt the attitude, perfect later, not better now. You've got a good, committed, but small team supporting the game at Mythic. It's fine to want them to, but they can't be expected to rewrite clients. They can and should get rid of the naked people....and other bugs....maybe adjust some interface elements to make them more intuitive. That thing with the lower button being the Okay on damned near everything, but Create on the first macro dialog screen drives me half mad for example. User interface navigation should be ruthlessly consistent.
But we're not here to discuss the little things.
Okay, back to Beefy. You started this thing, after all
Mythic lost half their staff over a year ago. A bit more than a skeleton crew supports Dark Age, Warhammer, and UO. You likely don't care about two of the three of those but their customers do. Nobody cuts staff while also increasing budgets. Support goes wanting. The game needs to make more money to get more money and that's a central issue here, even though it's not your original issue. It veered toward attracting new players because that's the best hope of serving existing ones. To use the line from The Right Stuff, no bucks, no Buck Rodgers.
Yes, I heard the disappointment from players at the Halloween event being deja vu. I've only been playing since June, so I was happy killing monster turkeys, even though they made the sound of a Hiryus.
So why weren't they fixing bugs? Well...actually they were. The release notes list them, along with known issues. No one can be expected to read that sort of thing, you don't notice the power failure that doesn't happen, and remaining bugs not only get your attention, but they also leave the impression that nothing was fixed. When's the last time you heard a player say, "Y'know, it's been awhile since the server crashed!" I likely won't even notice when players stop suddenly turning into naked people.
Not saying all is well. I do believe in the team though....and I have my biases. I wonder, for example, if this High Seas thing, as delivered, was released in the manner and in the form they wished. I've never known a dev team that didn't want to deliver more or believed any expansion was truly ready when it went out there. I once said that the goal of a dev team was to get from 50% of what you hoped to deliver to 60. It's not a question of winning, it's an exercise in losing fewer and fewer features. Every effort is divided into A, B, and C. A is "must deliver" and the other two might as well called The Trash Can, along with half of A. In my eighteen years at this, only one MMO, World of Warcraft, got the budget it needed...the budget of a Hollywood feature film.
But that doesn't make you happier. It can't. I only say it to help you understand that your disappointment might not be due to thoughtless apathy. Thin consolation I know.
Back to the core issue. Other things that might help but don't cost too much money:
Dump the 20 added skill point veteran reward. It's damned insulting to basically tell a new player that he can't create characters as capable as other players merely because he's new. The notion of vet rewards is as wonderful as it is remarkable. As a new player, its fine with me that I don't get to ride an ethereal armored, rideable Boura, but don't tell me that my money isn't as good as the other players when building my characters. I deserve no game play disadvantage. If anything I should should get the opposite at first. I sure as hell am going to need it before I figure out what's going on. Which brings me to....
Make the equivalent of the Advanced Character Token standard equipment. No, don't give them all those points during character creation but let me leave New Haven, after I've completed all my quests and training, with those levels of skills. Problem with, as you put it, a sandbox game, is that new players are left to head out there into the same dangerous world as 13 year veterans.
Give new players good stuff. The Arms of Armstrong, Bulkwark Leggings, Jockles Quicksword, and that shield you get for the parrying quest, yeah....they'll serve you well in the age of imbuing. The only really good thing you get is the undead slayer book, yet how come I can't leave New Haven with a full spellbook?
What's up with spotting players 1000 gold? That'll go far. Oh wait, you can kill zombies, skells and binders...and loot their bodies too. That'll make you rich. Spot players a mil. Sure, some folks will create all the characters they can, collect the gold, and abandon them. Who cares? What's that...six bucks? New player takes his first trip to Luna....imagine how THAT feels.
Kill Sir Helper. If I say I want to be a Paladin, let me accept that quest and have my quest journal list every quest related to that goal. Wait....what's being a Mage like? Well, save your Paladin and select the Mage profession with a clean sheet. Go through as many as you like at first. Only one is loaded at any one time. Give me two weeks, four weeks, whatever to make up my mind and lock down my first character. Think of it as a large set of soulstones with an expiration date.
Yes, today's templates are usually hybrids but you can't learn how to create one until you know what each skill give you. Hell, offer a Chinese menu at the end listing all the skills acquired during all the quests you've completed. Clicking on any brings up a list of strengths and weaknesses like an extended tool tip. Make it clear that Eval boosts Magery, Focus boosts Mysticism, Spirit Speak boosts Necromancy, and so forth. Let me build my list, click Evaluate, and get a brief summary of the strengths and weakness of my collection of choices. Give a choice of three attributes each of two thirds max intensity to a ring and bracelet and say goodbye to Sugar Mountain.
Okay, what's next? This morning, at 7AM, a new player on Atlantic left New Haven and headed right into Covetous. That went well. What was he thinking? Well, he'd killed everything on Newbee Fantasy Island....got to where he could kill it all handily. He was thinking it was time to try a dungeon. How was he supposed to know that Shame would have perhaps been a better choice?
You get the idea. Yes, whenever I go on this way, I hear the anger and scoffing of veterans....oh, it took us a year to build a character in the old days....back when the game was challenging....when it was tough. New players now have it so easy. Sorry, gaming had to get easier and if it's so easy why do so many give up so soon? Lose the Depression Era parents speech and let's move on. It's a different game and it just as hard as it ever was, just in different ways. Six months in and I still don't understand half the elements of UO today.
Enough for now. Probably too much, actually, but something like THAT should be the next expansion. Filling out the Abyss is important, adding more game elements beyond Orc Ship bits and some new buffed items to High Seas is necessary, but fix bugs/help noobs should lead the list.