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The Hollow Earth Problem Options
yaris
Posted: Tuesday, September 22, 2009 9:50:27 PM


Rank: One of the Main Weird
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Joined: 11/6/2007
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I was reading a post about BioWare designer Damion Schubert who was speaking about the need for solo play in MMOs.

http://www.gamershq.com/forum/mmorpg-games/4061-old-republic-dev-discusses-massively-multiplayer-loners.html

In the discussion the term 'hollow earth' came up:

Quote:
He also talked about "the Hollow Earth problem," where the later in a game's life span you start it, the more likely you are to enter a long-since-abandoned area intended for lower-level players. In such places, it's easy for a solo player to get stuck when quests expect a number of lower-level players to team up to take on more-powerful enemies.


I know that I have personally been stuck in this hollow earth place. I'd roll a new toon and head to Everfrost with all those Heroic quests and no players to be found to party with.

So the question I have is this, from a game developers perspective what could be done to reduce this hollow earth issue?

It seems like mentoring is an attempt to tackle the issue but I'm not sure its effective.

Games like Guild Wars have a very low max level so their is less chance of a hollow earth developing. Other games like Entropia Universe have no levels (skill based) so you group with any player and still benefit from skill gain.

So, aside from designing a game without levels, what can be done to reduce the chances of a hollow earth developing in your MMO?
Lomax
Posted: Wednesday, September 23, 2009 1:15:47 AM


Rank: One of the Main Weird
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Location: UK, Tonbridge
On the hollow earth problem, Mentoring I think really has helped a lot, but I cannot think of a complete solution.

Making it easier to group up with better ways of communicating with the ultimate for me being the WAR LFG system and its public quests could work, although I think there is a problem where the more the game helps organise people together the more it takes away from the players social interaction.

Because of this I'd rather MMO designers put in good communication tools and just stuck with creating a gameworld with something for all different types of players, whether they are in a group or playing solo, good at the game or fairly poor so that those hollow earth points can be bypassed.
Then they can remain there as lures to encourage players to group up to do new things.
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