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The MMO genre is the one that I play the most and the one I predominantly choose to write about. What has become apparent however, certainly over the last year and irrespective of which MMO website I choose to read, is the sense that massively multiplayer games are no longer the golden goose for developers. In fact, there’s a growing sense that they’re largely finished; the lack of upcoming AAA MMO’s combined with the rise of the MOBA is testament to that.
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Originally posted by Arskaaa
"when players learned tacticks in dungeon/raids, its bread".
More over, if more games like Wurm simply sell a single player version of the entire code base then that is a thing.
In short many people who used to play MMOs appear to me to be playing hosted server games
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In other words they need to look to do what WoW (for example) is NOT doing rather then trying to copy. That pattern is not just with WoW but everything. once its repeatable, its likely a model that is now longer exploitable by new parties.
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Most of my multiplayer time goes into War Thunder. This year has had a bumper crop of SPG's that have kept me almost fully occupied.
I'm still idling here, however, waiting for that magic moment when someone will invent "MMO 2" or whatever the next gen of MMO's will be collectively known as. Who knows what it will be or what it will look like ? No idea, but I've a feeling we'll know it when we see it !
Smile
The 'news stories' i look forward to are things like 'Medevil Engineers just released Planets' or 'Kerbal Space Program (one of my favorite games of all time) is now out of Early Access' or '7 days to die A15 is about to be out'
but sadly none of those stories make press but they are examples of where I get hyper hyped.
If I expand my list at all it would be Stranded Deep and The Forest at this point but what I have now is more than enough as it is
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I still believe there's a lot of potential for a good MMORPG, all it takes is one good game to change the genre. Until that game appears I'm spending my time and energy elsewhere.
~
Once upon a time, you didn't play an MMO to finish it.
I agree with the land of huge amount of content. Blame the bean counter mentality and those teaching game design. Bean counters want to cut out anything that isn't a place where you have encounters and click on things. So those nice looking but empty spaces need to be cut out.
Those teaching game design are basically an echo chamber of ideas. This design is good that design is bad. Experimentation might lead to interesting things but also bad design. So experimentation gets cut at a time when it is needed most. So you end up stagnation.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
It seems to me that MMO development has been suffering an identity crisis for a number of years. This was never a type of game with mainstream mass appeal, WOW notwithstanding. They were and still are very much a niche not really meant for the crowd that plays games but doesn't really think of themselves as "gamers." But casuals is precisely the crowd they have tried to attract in pursuit of the crazy profits that some games have managed to achieve.
In recent years with the rise of quick-match gaming and their obvious profitability many MMOs, even WOW itself, have modified the game play to make it more appealing to the quick-match crowd. IMO this is a fool's errand that seeks to attract those who reject MMOs in favor of MOBAs and FPS in the first place. It's an "if you can't beat them, join them" design mentality.
The irony is that by going this route they have neglected to advance MMOs in any meaningful way that might have attracted more players organically simply by offering an improved version of themselves instead of just snippets of what other genres offer.
Their motivation is understandable. The market is dominated by companies that once upon a time were very creative, took risks and advanced the genre. The success they experienced when they were up and comers turned them into (or they were acquired by) major entertainment corporations and inevitably they started behaving differently and making design decisions simply to maximize profits - they no longer feel a need to make a name for themselves and instead choose to cash in on their past glories.
Obviously this has created an opportunity and led to a proliferation of MMO developer wannabes: some of them with great ideas and the ability to develop them but many more who just spout the nostalgia-invoking keywords and have no ability to deliver the "back to the roots" promises they make.
This is where I think the genre is right now. On the one hand those big studios who even bother to cater to this type of game aiming them at non-MMOers, and then a bunch of startups with great sounding ideas but very few deliveries aiming their projects at the core MMO-loving fringe.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I dont know what your talking about though
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
거북이는 목을 내밀 때 안 움직입니다
This would be where developer's can make a game without or with much less oversight, demands, and deadlines being put on them by publishers and owning companies. Let's hope we see a couple big hits in the next couple of years by these mmo's, because many are in development now, and then maybe all of the developers who are now directed by only maximum profit with minimum work may try to emulate it. Because we know mmo dev's love to copy one another cough"WoW Clones"cough.
21 year MMO veteran
PvP Raid Leader
Lover of The Witcher & CD Projekt Red
거북이는 목을 내밀 때 안 움직입니다
I would consider starting a new MMO if it had all / most of the following features:
Subscription based
No in-game store
Sandbox
Trigger based event system
Holy trinity style play
Classes not balanced on 1vs1 combat
Unique class roles (no homogenisation)
Unique racial abilities
Open-ended skill based levelling
Slow / shallow progression curve
Challenging group play
Challenging crafting system
RvR combat
Flexible instance / raiding sizes
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The mindset of player's has also changed so much since the old days of MMOs designed with social and cooperative play that I don't know if we can ever get back to that, regardless of the game. I'd love to be wrong but I'm still playing so many other non-MMOs to get better multiplayer based gameplay or SP RPGS games instead of MMORPGs.
I, and maybe developers too, feel like what's the point of massively multiplayer anything? How much better is a game with 50-500 players in the same place you are? How can you justify having so many players at once vs a better game experience with less? The old times of thinking "wouldn't it be cool if x game was an MMO?" are over.
private servers and/or singleplayer
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for what that little bit of history is worth
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