I'm wondering why people prefer MMO games over smaller multiplayer but similar games. I'm starting to realize that after so many players, any extra doesn't really matter much and that I could be just as satisfied playing a game with less amount of players.
MMOs aren't really what I'd imagined they would be like before I played my first one. I guess I thought they'd be more like virtual worlds than genocide simulators, or errand boy simulators.
I like seeing people in the world but I've come to realize that having them isn't really a good reason to play an MMO. I would do just as fine playing with less people in the world while having a fairly large chat channel.
Reasons I like MMOs:
-The worlds are usually pretty big.
-Seeing other players around makes the game seem more alive.
-The chat can be pretty funny/entertaining.
-Large scale PvP is more fun than small scale.
-Persistence.
-Open worlds. (Not MMO exclusive)
... And I think that's it.
Out of those, the only things that would really be different with less players in the world is the large scale PvP.
I think I'd be fine playing games with a max of 16-32 players allowed in an area.
So why do you prefer MMOs over smaller scale multiplayer games?
Comments
- RPG Quiz - can you get all 25 right?
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GW2, RIFT, Archeage, BDO, Everquest open world made it so you could easily see 100 players all working together to achieve a goal in world events.
Other then those examples.... there are a few good mmo's but for the most part they are nothing more then multiplayer instances.
If the response to 'maybe half' is yes you go on to ask what about a quarter? etc.
If the response to 'maybe half' is no you go on to ask what about two thirds? etc
The number is variable depending on the individual concerned. For me the appeal of MMORPGs is the variety of people I can encounter as I play. Generally the larger the number of people encountered the greater the variety.
That's not to say that a "online" game couldn't have these community features that are typically found in MMOs - just that they usually don't, since you don't run across a lot of unique individuals in a single play session - you may play with a handful in a single match and that's all you meet.
1. MMO unique social aspects
a. Forming groups of like minded friends.
b. Helping out weaker players and groups.
c. Claiming and defending your own territory. Building something grand.
d. Becoming well known in the community.
e. Burning your enemy's holdings to the ground and peeing on the ashes.
f. Griefing the griefers.
g. Becoming feared by those you want to fear you.
2. Massive world to explore
Things I Dislike About MMOs:
1. The Grind
a. Massively high barrier to entry.
b. Stats meaning more than player skills.
c. Having to do boring content to get to the interesting content.
2. Lack of variety and scarcity of new ideas in new MMOs.
3. Echo chamber like communities stifling progress in the industry.
4. Pay to win games.
Obviously there is a very select style of MMOs I like.
So my arguing that we need MMORPGs rather than small scale multiplayer games falls flat. If you aren't getting that random social thing then why bother with MMORPGs at all?
Love my necromancer there.
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Hey ALL you MMO'ers out there! I like to only be around 8 to 16 people... but I want to tell a BUNCH of people!
LOL
I love coming to MMORPG to read new funny stuff... even about little MOs.
Sz
Interesting can be both positive or negative and modern MMOs frequently disappoint me by either prohibiting player interactions (when negative) or offering convenience features which oft times reduces opportunities.
If one does not desire interacting with others then a smaller number probably makes more sense, but for person with my preferences a MMORPG like EVE is the way to go.
Time to interact, baby!
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Sure, characters have persistence because they accumulate gear and crap. There's some persistence in the markets. But then again, a lot of multiplayer games have character persistence and a few even have markets between the matches.
The rest of the games are highly instanced. You kill a boss, does he stay dead? Nope, you go back next Tuesday and kill him again. Is there any form of empire building in most games? Not many games like EVE allow you to truly carve out a section of the world and call it your own. Even player housing is instanced in most games.
Some of the upcoming MMORPG's, however, are offering what I would even consider close to a persistent world, however, they are some ways off.
But yeah they are rare.
The games have changed to accommodate the player base (or lack thereof). A lot of people now in their 30s and even 40s started playing MMOs 15-20 years ago when they were the new thing to play, when we could find 20-30 hours per week (or more) to play them, and we had maybe 5 games to choose from. Very few people from that first generation of MMO players can still play the way they used to and the market is now oversaturated and far more competitive-- if your game isn't still fun after the first month, there's 20 others to choose from, and 14 of them are free. It's not so much that the players demand instant gratification and easy games, it's that the developers need to make them that way to keep people from taking their money and going somewhere else.
LOL... /agree! MMOs without drama are boring! Guilds without drama are boring! Groups, Raids, Clans, Kinships, Fellowships, Pods, Hives, Events, etc without drama are boring!
Sz
Mplayer= short smallscale multiplayer matches that reset when it is done.
2 different genres that can not be compared.
"going into arguments with idiots is a lost cause, it requires you to stoop down to their level and you can't win"
In those games Socialization just seems to come a bit more naturally than you find in current mmorpgs IMO. I'd guess due to the design of the games, finding a group to play with is essential to getting the full experience.
TBH these games feel more like MMOs than anything I've played since SWG pre-NGE.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
At this point you could do everything multiplayers and just que up raids and dungeons and make the experience better because less latency workarounds are needed for small scale multiplayer.