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In today's Independency, we take a look at whether or not something such as a "massive multiplayer online adventure game" actually exists. Wadjet Eyes Games' CEO provides us with some insight on the possibilities. Read on!
Though far from everyone's cup of tea, few genres offer the kind of silliness we've come to associate with adventure games. After all, who can forget slipping into Manny's well-shod shoes in Grim Fandango or that moment when it dawned upon you that Monkey Island wanted you to use a rubber chicken as a transportation device?
Read more of Cassandra Khaw's Independency: Massively Multiplayer Online Adventure Games?
Comments
It's an interesting question. I think Secret World got closest to this idea. It's definitely a puzzle game inside an MMO. I never saw a clone of myself (or companions) like ToR. Or even people dressed the same since I could mix and match my outfits.
I love Wadjet, and if anyone can make this happen, I think they can. Their Emerald City Confidential and Blackwell series are really fun, I hope they make sequels
Larry Online ,what happens when you meet another Larry,world explodes.
Let's internet
The problem with adventure games in a community setting is the rate at which you need to produce content. Two heads solve puzzles faster than one. A massive number of heads decipher and consume adventure-game style puzzles before everyone has finished downloading the patch. I witnessed this with UO's old Inu story arc where the community collectively scoured the world every Friday to find unannounced weekly puzzles that were often discovered, deciphered and completed by the community within minutes of being published - they were great fun, but speed at which the community solved them was frightening.
Idea is not new http://en.wikipedia.org/wiki/Myst_Online:_Uru_Live
Well modern RPGs share a lot in common with 90s Adventure games in terms of character interaction, story and some simple puzzle quests, etc... So arguebly a game like SWTOR or TSW with it's multi-choice dialogs and tons of scripted story is part adventure game already.
The appeal of the genre didn't die it just mostly moved to RPGs.
The problem with old adventure games is that when your whole content is based on dialog and puzzles you have to produce those faster than it's being consumed for a MMO which is impossible. Whenever MMORPGs have tried puzzle quests a wiki sprungs up, one person solves it, everyone else googles it. So much for your content.
Also the gameplay of soive-puzzle->wait and click around the screen would get boring pretty quick if you're supposed to do it for literally months on end.
I've always liked the idea of Fifa-mmo, each player is a player in a team, and some players are managers and other associated football staff etc running a club and trying to win the league. So players train together and play match-days together and try to organise their careers etc and "skill-up" etc. It's be great to play on a pitch with 22 players coordinating.
>"Could a Massively Multiplayer Online Puzzle Game..."
There's Curiosity on iOS at the moment, not so much a puzzle game but sort of.
>""It would be interesting to see!" Dave exclaimed. "The main issue with creating a multiplayer game is that the world can never really change, because if it changes for you it changes for everybody."
Actually just have the world change and be destroyed and then reset ie a cyclic-mmo?
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem