I'm a fan of dialogue trees. I like when I have the choice of what to say in a RPG, though I know that most of the time the dialogue options have very little, if any, real meaning on the game.
One of the few MMOs to ever do dialogue options was/is SWTOR. In almost every case they were even fully voices. Like most dialogue options, however, they fell into the trappings of being super narrow in scope.
Light Side = Spare or be nice
Sith = Kill or be rude
Typically the outcome of your decision didn't reach beyond that one quest.
ESO has dialogue too, sorta. Maybe more of a faux-alogue tree because their conversation trees represent another side where the options are: (1) The option you're supposed to pick to advance the conversion, (2) the 'tell me more' option or 'small talk', and (3) 'Goodbye'
These motifs are common in games as are others.
In most RPGs -- like Elder Scrolls, Mass Effect, Dragon Age Origins, etc. -- the options tend to be:
Top = Good
Middle = Neutral
Bottom = Bad
When it's so programmatic you really don't even have to think about the choices sometimes. And again, they rarely go beyond the quest or that specific hub or area. I don't like having the choices made so transparent.
Divinity Original Sin is an RPG I can think of that did a nice job with consequences for dialogue trees, and they also did a decent job having multiplayer dialogue options.
In Assassin's Creed Odyssey the quest dialogue options are pretty good. They aren't prescribed as being good or bad. I like this. In fact, I like it so much that I get super OCD and have no idea how the person I'm talking to will respond. I want to know! So I look it up. To me, that's really cool.
However, Assassin's Creed Odyssey does the other cardinal sin of dialogue trees by having the options not reflect what the characters actually say. I have often chosen to say something because it sounds like a kinder thing to say, but then my character spouts off something snarky or rude and I wish I picked the other option.
A lot of the decisions in AC: Odyssey are also long-reaching into the game's story. If I decline to help someone, or choose not to save someone, or even choose to kill someone or offend them based on dialogue options, then that choice actually comes up later. I've seen massive world-wide ramifications of my choices. Now that's awesome!
I'd love to see the same thing in MMORPGs. That's because I like story with my MMO, and I really like when the world feels connected by choices. Where the challenge comes in is how choices have consequences, and how those would impact the world without immense phasing tech like WoW uses.
I'd like to see dialogue options in a game like Pantheon; something more RPG old school feeling. What I'm trying to get around is my doubt in dialogue working in a game without it feeling like you're 'playing through it' rather than 'living in it'. Dialogue-heavy games are often played 'through' with a start and an end -- the end comes when the dialogue ends. That's something I'd love to get around, but I don't have a solution. Do you?
I haven’t felt the urge to play so many characters in a MMORPG for over a decade. I think the last time I felt this torn between characters was in Vanguard. In WoW I’m currently playing my Paladin main, a Warrior alt (who has almost caught up to my Paladin in gear), and now a Monk who is a fresh 120. I like them all.
Trying to level up alts and then subsequently gear them isn’t always the easiest activity in WoW. Taking WoW at face value and keeping all things relative to WoW, it’s not alt friendly. Since most of the end-game activities I want to participate in are gated by gear grinds, I find myself stuck in a feeling like I’m running in place. I want to go do higher M+ keys, but my luck on drops sucks. I can’t get the traits I want, or I can’t get the iLvl upgrades I want, etc.
The experience of making a new character and thriving has significant barriers to entry.
Should MMORPGs be more alt friend? If so, how?
If there's one thing the entire WoW community can agree on it's that the Azerite Armor system has been a complete and utter failure.
What was supposed to be a system that allowed players to farm the gear they wanted turned into a RNG hell. What was supposed to be a system that made gear more available made gear more inaccessible than ever. What was supposed to be a system that made off-specs more friendly turned into a system that was just as unfriendly to off-specs as anything else, to the point where it's faster to make a new character than to gear up an off-spec.
I remember the days when character stats were simple. You had strength, dex, int, and those usual stats. You might have even had a few percentages represented as ratios based on those major stats. When you found a piece of gear, like a sword or a new pair of boots, it was obviously an upgrade or a better items -- or it wasn't. For quite some time, this transparent and easily observed way of understanding your character's stats hasn't been present in WoW. Things have seriously evolved... or mutated.
To best understand your gear and what's an upgrade, or to even make heads or tails of it at all, you must do what the cool kids call "sim yo self". To simulate yourself you download an addon gives you a bunch of gibberish representing every facet of your character. You then plug that into a website like Raidbots where it parses all of your data and determines, based on various criteria, how your character performs.
Finding a place for crafted gear in a mmorpg where loot can drop from monsters has always been a really rough spot in mmo design. Over on the Pantheon Crafters community they asked a question about whether or not they can co-exist without one eclipsing the other. Let’s check it out.
For this week’s Crafter’s Roundtable, we want to hear from everyone about how you think loot and crafted items can coexist in the game and both be viable without one eclipsing the other. Let us know what you think works to achieve a good balance, and what doesn’t, and why!
I’ve always preferred a system where players taking on the role of full-time crafters create the gear for the adventurers. The most successful design I’ve seen on this is where the adventurers bring back specific items to augment and enhance what the crafters make.
Since we’re talking about the two systems co-existing without one eclipsing the other, obviously both must come together make the best items. Perhaps a crafter can make an item and an adventurer can find an item, but when the two combine together they make something better. This relied on both sides. Still not a perfect scenario.
My favorite is expendable loot. Nothing that drops or is made should last forever. Master crafters could prolong the life of an item, but ultimately that item will break. I also like the idea of augmenting gear with either dropped augments or crafted augments, but those augments would cause the item to degrade even faster. I think I like this system so much because it affords players multiple opportunities and avenues for finding, improving, and retaining gear.
Here’s a scenario from the Pantheon Twitter.
You’re in a guild that can see when you’re online, they ask you to help with something boring like grinding for mats or guild finances but your friends are waiting to play with you, what do you do?
I’m viewing this one from multiple angles.
I thought I'd deviate slightly from the WoW posts to talk about some MMO design. Specifically, I want to talk about loot.
What's your ideal MMORPG loot system?
Mine is pretty simple: Everything you do is rewarding.
That's pretty broad, but I want to talk about that for a second and then we can go into specific examples.
The ideal loot system never leaves me feeling like I just ran a dungeon or a raid and ended up with nothing to show for it. I don't want to do something for an hour, or maybe even 4 hours, and end that night frustrated that absolutely nothing dropped for me.
I've become extremely aware of how weak my character in WoW has become over the course of the transition from Legion to BFA. One one hand I'm the hero who defeated Sargeras and all that stuff. I wielded an artifact of extreme power. I'm the hero. At least I felt that way for a little bit.
The Pantheon Twitter strikes again with a question I find interesting enough to write about on the blog. This one is interesting -- Perhaps because of how it's worded but also because of how people have already responded.
The Patheon twitter asks yet another question I feel inclined to write up into a full post. Their latest question raises a tough point that many of us old school mmo vets will know all too well.
Scenario: You're happily camping a named mob after waiting patiently to get the camp from someone else, along comes a random player who just starts competing for the named spawn, you ask them to stop and they ignore you - what do you do?