One point that I don’t think I made clear enough in my post about UO’s combat was that the slower pace and simplicity leads to longer retention, and so today I want to expand on that a bit (in horribly rambly fashion, sorry).
The hyper-dancing combat that so many MMOs have today is both tiring and limited. It’s tiring because mashmashmash, and limited because once you figure out/google/macro the ‘correct’ way, you are done, because short of pausing to perform a boss gimmick dance, your pattern works against just about anything (hence macros). With that out of the way, you are left to focus on the content itself, and MMO content is meh at best, and GW2 final encounter 222222 all too often. And it runs out, terribly fast no matter your budget.
A comment I see often and always get a laugh from is the EVE “shooting red crosses” complaint. That EVE is terrible and a spreadsheet because missions are blah and the combat is just target, F1, repeat. And yes, mission running is basically that, and yup, it’s boring as hell long-term or exclusively. Yet it’s also content still being run 10 years later, and very likely a good chunk of those running it have been doing it for years on and off. By the standard of MMO retention, EVE’s mission system is one of the greatest pieces of content in MMO history.
So why are players still running it? Because while not thrilling, it’s not draining and not quite as simple as macro-spamming (FFA PvP, efficiency, etc), plus you are doing it in the context of EVE, which matters. Place EVE’s mission running as a standalone game, and it would rival SW:TOR for biggest failure of all time.
How did we get from UO and its brilliantly simple combat to the one-and-done invuln-rolling of GW2?
Part of the problem is the misguided belief that more is better. If UO worked with basic attacks, then five ‘special moves’ is better. And if five works, 15 must surely be great. You know what looks more impressive than 15 on a bullet list? 40! Bam, EQ2 everyone.
Except of course it’s not, because you eventually get to Rift where the UI is flexible enough to create a single macro attached to one key to do your combat for you. Back to UO everyone! Oh, except instead of an interesting virtual world with stuff actually happening, you are doing yet another quest/dungeon against whatever for some soon-to-be-replaced item because…. Zzzzz, unsub, or play once a week because of the people more so than the content (and I think Rift is the best themepark out, btw).
It’s sadly comical if you think about it. GW2 boasted about how each class only had five or so skills because the combat was more tactical. More focused on what you are doing rather than a Googled pattern. That mobs would be different and have their special stuff and blablabla. Release comes and surprise, you are mashing five keys while plowing through some completely forgettable ‘personal’ story or zerg-herding in the equally meaningless WvW. And this from the game that ‘fixed’ the MMO formula for us. A wonder it even lasted a few weeks for so many.
Anet was right to simplify things, because having 40 character abilities is just dumb. And they almost got there with the other aspects too. Dodging attacks is good, for instance, but GW2 has invuln-dodging which is a joke. Aiming attacks is a natural evolution as hardware and connection speeds have allowed it; tab-targeting system with some aiming is a half-step failure. Beautiful and varied terrain is great, but completely wasted when it has zero impact on what you are actually doing (outside of one-off jumping puzzles).
Another issue is designing for RIGHT NOW versus designing long-term. There is a believe that if you fail the RIGHT NOW test, long-term is a non-issue, which is why so much development time is spent on a starter area or making sure everything is roses for the first five minutes. That’s all well and good, but not at the expense of long-term if you are indeed interested in making an MMO in the traditional sense.
Plus I honestly don’t buy into the theory. If you are an MMO player, you don’t quit after the first hour, much less the first five minutes. Not when you understand that you are signing up for something that will, hopefully, entertain you for months/years. This is not a $.99 iPhone app we are talking about.
Not to say that the first 5 minutes can be painful, or the first hour totally worthless, but again, understand the target audience and plan accordingly. If I’m a current EVE player and bringing in a friend, is the first five minutes important, or the systems that provide content for the next 10 months? Hell, I’m not bringing that friend in if we are talking GW2 and the start/end cycle is measured in weeks, now am I?
To poorly wrap this up, my point is that the most important and repeatable part of your game (combat), has to last long-term, and has to be supported by long-term systems. Simplicity helps you achieve that, because it allows you to get what you do have perfect, and then apply that perfection in a large variety of ways. The all-flash zero-substance systems that dominate today lead to the very predictable pattern of high initial interest and then rapid boredom.
That problem was fixed a long time ago. Hopefully today’s devs do a little bit of research before setting out to create ‘the next big thing’.