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MMORPG.com : General : Things MMORPG's Can Learn From Other Genres

SystemSystem Member UncommonPosts: 12,599
edited May 2017 in Videos Discussion

imageMMORPG.com : General : Things MMORPG's Can Learn From Other Genres

MMORPG.com is the leading destination for MMORPG games, news and exclusive coverage of the MMO gaming space. Our free MMO games list and discussion forums are the best site for gamers in search of a gaming community.

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Comments

  • mcrippinsmcrippins Member RarePosts: 1,642
    Not sure about another genre.. but I'd really like to see crafting become important again. I feel like that's a major aspect of actual social interaction in MMOs that has fallen through the cracks and become more of a side thing.

    If the best/only way for you to gear back up and get out there to start fighting again is to talk to Joe Blacksmith, then you may want to try and make friends with him for the next time you need gear. Maybe he might give you a discount or something.

    I think there are quite a few people who like to be dedicated crafters, and every game i've ever played where they were important, was an awesome game. I think this might also require the removal of things such as a global auction house, and maybe give the player an ability to sell their crafts via a vendor at their house, or some type of personal store.
  • kjempffkjempff Member RarePosts: 1,760
    I am not sure about the whole need new ideas thing and learning from other genres is what the mmorpg genre needs - Maybe the exact opposite. After "stealing" ideas and mechanics for a long time in a chase to stay new and ahead of its competition, the genre has forgotten its core values by stacking experimenting ideas, and never cleaning up the junk that didn't fit well (never admit a mistake).

    Anyways. A feature that could be fun to see in a mmorpg would be for the builder/manager type of players (crosses over to crafters too), who enjoy building and managing things like in a rts or survival game. The easy example is of course running a farm, but any kind of player run businesses that require building/growing/managing and that offers services/gear/etc to adventurers - Where of course the business part is not mundane and there is a kind of symbiosis going on between the different type of players. This is not a new idea, it is just we need someone to implement a really good and fun version of such (while at the same time do the mmorpg part right), and we got some promising contenders in the future - But who will get the details right ? So many ways to mess up.

    The other thing to learn from other genres are: Make a good game and it will sell and make money without trying to push shop items and ingame currency into the game. It is time to acknowledge that f2p is not just a monetization model, it changes the entire game at its core and is especially bad for a mmorpg.
  • SteelhelmSteelhelm Member UncommonPosts: 332
    edited May 2017
    I think mmorpgs could benefit immensely by learning from real-time strategy games.
    https://en.wikipedia.org/wiki/Real-time_strategy
    Talking about games where thousands of players exist simultaneously in a single instance and mechanics related to such games.
  • zenomexzenomex Member UncommonPosts: 242
    Wasn't hive gna stop collaberating with this site?
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