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Does anybody else feel as though the whole concept of an MMORPG is dying out?
Bear with me because I'm not sure how to say this...
When we first played MUDS, they were refreshing, all that community, even though it was only 50 or 100 people on the whole server, even though it was text based, you could interact with others (who tended to be social neophytes ie nerds like myself) and we played that for months and years with NO graphics NO music basically NO content.
Now we have photorealistic graphical MUDS like EQ2, we have cartoony action-packed MUDS like WoW, but it seems like they're just failing to hold our interest any longer.
I'm starting to feel as though once you play one MUD/MMORPG you've played them all, only thing that changes is the scenery, the graphics, the music, basically the content.
When UO/EQ first came out, the expectation from the gaming community was : You play this game for LIFE
I think alot of developers jumped on the MMORPG bandwagon for exactly that same reason, the prospect of having lifetime customers pay you $10 or $15 a month for basically nothing. You tweak a couple values, give em a "patch" every month, maybe a new dungeon once in a while, you get some suckers to volunteer and do free work by ganking newbies in a werewolf costume and call it an "event." Basically just the ability to milk thousands of people.
And the result is basically what we have now. All these "MMORPG's" coming out want more and more money, you pay for the developed software which usually starts off as a beta, then you pay them $10-$15 a month to test their beta and polish its development.
Either way, the developer always makes money.
Even if everyone jumps on and quits in the first month, the developer has made money through sales of the CD's.
Look at WoW, breaking every sales record, you can't even find the CD for sale in some places, now they're breaking records over in Europe. So they got 600-800k people to dish out $50 a pop for a plastic CD in a cardboard box, made up their development costs in spades, and even IF it does a swandive in 2-3 months as hundreds of thousands of customers get bored and quit...so what? They already got their money.
600k subscribers x $15/mo x 6 months they can just take that money, shut down the servers and go work on WOW2.
Not even gonna mention the poor suckers who paid an extra $40 for a "collector's edition" just to get that lame diablo following them around.
Not even gonna mention EQ1, where they had hundreds of thousands of subscribers send them $10 a month for years, and still made them buy a $50 box every 6 months.
The first thought in my mind right now is MAN we got milked and ridden HARD.
I can go right now and subscribe to WoW for a whole year, it would cost me like $150, and what would I get for that money? Like what, 1 new high level island somewhere? 5 Dungeons? A new class? A new race? I paid $50 for the CD, why would I pay $150 for %1 more content?
I think that many other players are feeling the same way I do, this is why we have given up our "play for the rest of your life" mentality, where you accept tiny bits of content for large swaths of cash.
This is why so many gamers out there are buying the game, tearing through the content from 2-3 different races/classes, being done with the game in 1-2 months, and uninstalling it, because that's the only way you get value for the money, otherwise you end up paying a monthly fee to login to a glorified chatroom where you just camp the same spawn for 12 hours at a shot and never really PLAY a VIDEO GAME (like you wanted to do in the first place.)
I think the only games these days that actually give value to the customer are FPS type games lke Counterstrike, and Sierra ended up milking THAT too. Counterstrike started out as a Half Life mod. Players made that game. Now Sierra's sitting there making you install Steam, and charging you $29.95 for a game based on their engine that THE PLAYERS THEMSELVES created.
But still, it's much better value than the current gaggle of garbage that passes for an "MMORPG."
In short, I believe the future of MMORPG's are solely dependent on video game addicts. That's the only reason someone would pay that much money to be bored, is if their lives were so empty that they needed an alter-ego on the internet that was actually powerful and beautiful, unlike themselves. I believe that's the only reason someone would actually play an MMORPG beyond 2-3 months.
After you've seen all the content, why do you need to keep seeing it?
Treat it like a movie. You pop it in, you watch it, you toss it.
That's what I do now, and I am a much happier gamer than when I spent 2 years playing Everquest.
Good luck to you all.
Comments
dying out? I highly doubt it. If anything this is just the beginning. Games need to be more advanced, but publishers are still trying to figure out what people want.
Also the mmo/ffs hybrid games are few and far between. That's a niche that hasn't been explored.
People like to look at their gear and run around looking at other people's gear. People like questing with each other. People like to fight. Mmo's are certainly not dying out.
i think the mmorpg industry is about to take off. right now we have a drought until the newer games come out but its still a thriving industry.
if you dont like the recent mmorpgs like WoW or EQ2 then id suggest playing something like WW2online or EVE
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ww2online: Fader
EVE: Fader Bane
proud member of BKB http://www.bkbhq.com/
I wanted to be one of the first to replay to this, because I (and others as I am finding out) feel the same way you do.
I have become so disillusioned with the entire MMO scene in the past year it's really very sad. My first MMO was EQ, and I played that for years. Coming from a pencil and paper D&D background, it was like living the whole D&D experience on screen. It was a very magical time.
When EQ started to become a game supporting the mentality of "those with the best toys wins", I think that's what ultimately turned me off to it. It ceased to become an engrossing adventure and became something that felt like I was playing a game developed and played by a bunch of used car salesmen.
Now everything in the MMO genre feels so "commercialized", for lack of a better term. The industry seems to be pumping out a bunch of watered down, "instant gratification" type games. On the whole, they've totally sucked the adventure out of everything and in turn, no MMO that I have played in the recent past has held my attention for more than a few months.
I've already quit WoW (back in January), got a character to 60 and another pretty close. Completely bored with the game now. No, I'm not a "powergamer", it was just that easy to level in the game.
EQ2 I played for about 5 days, and that was during the WoW downtime between closing beta and opening retail. The only reason I didn't stick with it was because there wasn't someone behind me with a .12 gauge shotgun to my head forcing me to play it.
I've played City of Heroes off and on over the past year. Can't seem to hold that subscription for more than a month before I'm bored to tears.
SWG I played for a month after it was release...don't even get me started on that one.
And the list goes on and on...
I am very simply burnt out on the whole MMO scene. Everything looks and feels the same (for the most part). Maybe it's the community in these games that turns me off. I really don't have a good, solid reason as to why I feel this way. After work I like to escape reality and have an enjoyable experience playing a game. I don't want to have to deal with the same idiots while playing a game that I do in real life. Maybe that's why single player games look more and more appealing to me all the time.
Anyway, I've blabbered for long enough. I just wanted to say that you are not alone in your disappointment of the MMO scene.
I have many views on new MMORPG's, as well as my own personal views on the "1st hit MMORPGs"
My problem, more then the fact new games do not meet our expectations/demands is quite simply because of our "first hit." Can you remember the first time you really played an MMORPG hard, stayed up that little while longer just to get those extra skill points or precious exp. Where the community thrived and guilds/clans really did fight. I spent over two years playing my first online MMORPG and I loved every second, every time I was pked to every time I hunted them down and bit them back.
Since leaving that game I have found myself lost in a world of cyber space searching again for that single hit that I had everytime I logged in to play - even if it was he tedious hack/slash 8 hour weekend bashes.
New MMORPGs fail to pull me through the trial period, There seems to be nothing new anymore, and in most cases these MMORPG's are full of "1337 kiddies" who multi to become these ultimate killing machines. For me this isnt role playing, if that element exists anymore ingames
I prefer 2D games, rather then these flashy glitsy 3D games with sponcers and TV adverts, and i really wouldnt mind paying monthly for a game that promised longivity and entertainment.
Im not sure weither its me, and weither ive fallen into the post MMORPG era, with the "seen one youve seen them all" attitude, or weither the newer games released seriously lack fresh ideas.
Their popularity grows and expands every year.
To suggest they are dying out is preposterous.
What you mean to say is you are growing bored of them. Stop being dramatic.
i believe the original "concept" of mmorpgs is dieing out. Most people(From most of the mmorpgs ive been on) all prefer "Solo" and generally only care about how powerful/rich they are. Games like UO and the others around that time were more focusd on what you and your friend's could do. rather than individual achievement. Does this sound accurate to anyone?
Golf courses depends on people who like to golf. Bowling alleys depend on people who like to bowl. Restaurants depend on people who like to eat. And the people who golf, bowl, and eat most frequently provide the most support. This is news?
MMORPGs have more customers than ever. What a way to die.
What is it with some of you people that it bothers you when someone else likes something you don't. Stop applying labels and names to anyone who doesn't think like you. If you're burnt out on these games, do something else. Try bowling
I don't mean to sound lame or anything, but I have a few questions for the person who began the thread:
1. Are you currently playing any MMORPGs?
2. Did you have a bad experience playing a MMORPG?
3. Do you play video games or stand-along PC games?
4. Do you have any real-life hobbies?
5. What is your understanding of the concept of a MMORPG?
While I understand your argument, it seems like you want some company to create an MMORPG just for you, that is, to your liking. Please don't misunderstand, this is NOT a flame. More like me trying to understand where you are coming from.
I played some muds (my favorite was one called Arctic, mud.arctic.org port 2700 if it's still around) and it was awsome. No graphics, but the gameplay and content was so vast that it made it worthwhile to play for extended periods of time. I don't believe muds will never die, but I could be wrong.
I don't believe MMORPGs will die either. Yes, there are many that are similar (EQ2 and WoW come to mind, I'm surprised that not many people seem to catch this). Remember that MMORPGs are relatively young, and the concept will hopefully evolve into bigger and better things.
From your original post, it seems that you do not like to pay the monthly fees that many MMORPGs charge. Who doesn't? You have to remember though that to us it's a game, to "them" it's a product from their business. Anti-virus software companies (Norton and McAfee come to mind) uses this same concept to charge a monthly fee for virus DAT file updates (someone correct me if I'm wrong). Many, many subscribers don't seem to mind this monthly charge concept (I didn't say like, I said don't mind). You as the consumer have choices: either 1)pay the monthly fee and play a given MMORPG, 2)play a free MMORPG, 3) play a single-player PC game or video game, or 4) don't play anything at all. Many video games share similar problems as MMORPG (lack of content, monotony, etc).
Anyways, we consumers have the power to dictate what's good and what's not. How? By purchasing a game, or not. By paying that monthly fee, or not subscribing at all. I refuse to believe that many people who currently play EQ2 or WoW play it just because it's a fad or because "everybody is doing it". They play it because they like it, among other reasons. Can they get boring after a while? Of course. I still get bored of EQ2 sometimes. What do I do? Log out, get up and do something else. It might be hours, days, or on occasion weeks before I log onto EQ2 again. And I still think it's a great game.
My suggestion to you is to stay away from the MMORPG "scene" and come back a year later, keep yourself busy doing other stuff. See if you see the same trend happening when you come back. I seriously doubt you will. Also, don't eliminate the possibility that you might be "burned out". I played a lot of Playstation 2 games for long periods of time before I got "burned out". I have not touched the Playstation 2 since the last time I was "burned out". This was about a year and a half ago.
If you still feel the same way afterwards, then there's not much else I can say except that I'm sorry you feel that way.
If you read the Title of the thread, note the word "concept" next to MMORPG.
4 people sitting around a table sharing a story, that's what dying, being replaced by....a glitzy slick package with naked bitches and phat lewt.
The companies that put this stuff out aren't dying, they're makin money hand over fist.
True, but the post doesn't match the title.
I'll repost what I put into another topic, but it is very much what I think of the current state of mmorpgs:
I am now swearing off mmorpgs. EQ2 pushed me to that end. I'm sure others are great games, but in the end an mmorpg is always about getting better equipment, gaining levels/skills, then starting over when you reach "endgame". UO was my first mmorpg and I never felt I reached endgame. Even AC entertained me when I reached the highest levels.
With the flood of mmorpgs to the market, we now only see cookie-cutter games. No matter what "new and exciting" content/dynamics are added, it is still the same as every other mmorpg. Take DnL for example. I am sure this is going to be an awesome game. They are doing things never done before in an mmorpg. The weather system, snow shielding, sky diving, etc. are all new elements being introduced to the mmorpg market. But these elements are only novelties that serve no other purpose than to "Wow!" us. Sure the weather in DnL has some effect on your characters movement, abilities, etc., but in the end that effect is just a small sidestep away from you gaining the next level/skill.
Another negative aspect of current mmorpgs is that games are becoming more and more "dumb". Take EQ2 for example (and WoW as well so no one thinks their baby is being picked on). The game is too straight forward. There is nothing for the user to discover on his/her own. Other than finding "new" lands, there is nothing for the player to discover. Heroic Opportunities (a dumbed down version of simon says, as one mmorpg.com member stated) provides no challenge to the player. Instead of challenging the player to experiment to find what spells in what order is needed to create an HO, the game instead offers a flashing spell for the user to click. My son is 5 years old and he plays EQ2 and can complete an HO.
Unlike other aspects of life, in mmorpgs, bigger is not better. There is nothing worse than having a humongous world that can compare to a void in space. What is the point of running and running and running across a world without content? Many argue that in "real life" countries are like that. Excuse me! I hate to tell you that many players want to immerse themselves in a fantasy world to escape real life. A fantasy world is not based on the physics/realities of the real world.
Overall, I think the age of mmorpgs is coming to an end. So many companies are deciding to pull out of projects because there is not a future in the current market of mmorpgs. Multiplayer games will never die, but mmorpgs are dying a slow death. Sure they will be around for many years to come, but gamers will eventually see that there is nothing new and nothing worth the $50 - $60 for a new game that they may/may not like.
If a company is so sure of its product, if they are so sure that what they are offering is "new, never before seen in an mmorpg", and if they are so sure that their product will rise above the rest, maybe then they should start offering a trial of the game before you purchase it. I am not speaking of the current trials after the game has been out for several months. I mean at launch. Let the users try before they decide to spend a good chunk of change on something that more than likely they will be kicking themselves over. I could have bought a new pair of shoes for the two copies of EQ2 that I bought (1 for me, 1 for my wife), but I thought I would try something that was fail safe, that was "new and never before done in an mmorpg". I found that I was wrong, and with that letdown I am swearing off mmorpgs. No matter how great the game sounds, what new content is offered, and no matter how many people say "D3wd this game roxxor!", I will not fall into the money drain of mmorpgs again. Hopefully more people will join and companies will realize that they cannot produce what seems to be the perfect recipe for mama's homemade chocolate chip cookies, when in reality they just used the generic, overcopied store brand recipe.
A lot of good posts here & thanks to the original poster for making a very valid observation, I think it comes down to the revenue models that MMO's employ. The old faithful monthly subscription fee, it's just plain wrong, it limits the number of games you'll play and is completely unfair to players. A player that spends every waking hour playing an MMO is charged the exact same amount as someone who logs in once a month! It was EQ2 that also pushed me over the edge, what a complete waste of my time - I found another game that has an answer to the subscription model and many other features I really liked.
I can't post it here because I've already bigged the game up in other posts - but look at the historical MMO's currently in development.........
-Benny
In short, I don't think it is dying out, but I do think some people are starting to get MMORPG fatigue. Many people who expect to get into a game and play it forever are eventually going to get jaded. I think that the market is going to continue to grow and improve, as it attracts different kinds of players to different kinds of games.
I played EQ1 for 5 years, and never felt like I'd been ripped off or cheated. I paid my money to get into their theme park, and I rode those roller coasters all I could, every day. The enjoyment I got out of it was definitely worth the relatively low price, particularly compared to my other hobbies. (Art supplies can get expensive quick, and fabric for sewing can get not only expensive, but addictive and space-consuming as well.) When the expansions stopped seeming worthwhile, and when I didn't feel like I was getting the entertainment I expected for my money and effort, I stopped paying them for their service.
5 years is a long time for me to play a game of any sort, so I wouldn't say that it failed to hold my interest. I'd say that it held my interest really well, considering that I hardly ever play any game for more than 6 months, tops. You can judge my opinion of a game like this: if it stays on my harddrive for more than 2 weeks, it didn't suck.
I played EQ hard for a long time, to the tune of 40+ hours a week. And I could still be doing that if I wanted to. It wasn't the game that disappointed me and made me leave. I just outgrew it. My life changed, my priorities changed, and my ideas about what I wanted from a game changed.
I play WoW now, and I love it. I play for 7-10 hours a week (tops), mostly in 2-3 hour blocks. Mostly, I duo with my husband, and we group when we run into a quest that's just too hard for 2 of us. I've been playing for about 2 months and my highest level character is 21. I don't think I'm going to burn through and uninstall any time soon.
But I am not a "gamer" anymore. I'm just someone who plays a game sometimes, for the sheer pleasure of it, and that puts me squarely in the newer market for MMORPGs. I think that you're going to see different games come out that appeal to different sectors of the market. Some games are going to be games for the hard-core gamer, and some are going to be fluffy entertainment for dabblers. Things are just starting to take form and evolve in different directions. It seems a little early to be stuffing the whole genre into a grave.
[EDIT: On the other hand... I still haven't given up chatting on IRC or ICQ, 10+ years down the line, so maybe there is something to be said for the death of the social aspect in MMORPGs... I really miss social banter in guild chat, which seems to be something that makes a lot of people mad these days. No chat in the guildchat! What kind of bogus rule is that?! ]
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This is where I draw the line: __________________.
Here is all that is happening -- big-game company MMORPGs are morphing, in a way, towards a more mass-market product. That is what is changing. Instead of making a product that caters to the former adherents of PnP RP games or MUDs and MUSHs, they are moving the product in a direction that has a broader, more mass-market appeal to a wider variety of gamers apart from the RP and MUD crowd because that group is a larger group of video gamers. It's all about making money -- most of the money a game company makes comes from box sales and subscriptions in the first 1-3 months of selling the box -- so the key is getting a game that appeals to as broad a market as possible to boost box sales and drive revenue and profits for the game. To the extent that the game can be designed to appeal to more of a mass market by making it more like other non-MMO video games out there (ie, less time and grind intensive, more action-oriented, more hand-holding, less complexity, lower difficulty, etc), you can access a bigger market, drive box sales and drive the revenue and profit lines of the income statement. Very simple and sound business strategy.
With the success of WoW, you can bet your bottom dollar that we are going to see many attempts to replicate that with new MMOs designed to appeal to the same crowd to whom WoW appeals, and that means a lot of sales, a lot of profits -- hardly the death of the MMORPG, but rather its transformation from more of a niche market to a mass market video game product. Once that happens, the trend is to tweak the existing succesful formula rather than radically change it. Really, how different are FPSs from each other in terms of gameplay? Not very. The differences are, as you describe it, "content" in terms of graphics, weapons/items, environment, control options and the like, but the basic idea is still the same in most FPS games. They have a succesful formula, so they will follow that formula and hope to attract gamers to the next greatest iteration of the popular formula (and make a lot of money in the process). I expect that we will see a lot of mass-market MMOs in the years ahead that are based on the model of WoW (questing, levelling, action, soloing, faster pace, less complexity) ... that makes sound business sense for companies that want to make money.
This alienates some of the more niche MMO player base, but the big gaming companies don't care because we are a much smaller market than, say, the huge market that likes games like Halo and Half Life. The gaming companies would rather access the Halo/Half-Life folks into their MMO games (because there are a lot more of them than there are of hardcore MMO fans), and make the bet that many of the MMO devotees will buy the game anyway because it is the next MMO on the market. As I have said elsewhere, I think this *does* create an opportunity for independent entrepreneurial gaming companies to develop more of a niche-type MMO that is designed to appeal to MMO gamers for the most part (EVE is a great example of this ... there could be more coming, if people are willing to see the opportunity and seize it) -- games that offer depth, complexity, some staying power for those who are engaged and entertained by it, a group which is a different market than the mass-market.
As a consumer of these games, I don't find it offensive that the producers are designing games that make the most money for them. If I don't like the games, I don't play them. The money and time I choose to spend in an MMO is entertainment time and money of my choosing, and if I don't like the product, why spend money on it? I don't pretend that the MMORPG industry is dying because a number of recent games don't appeal to me. In fact, I had fun in WoW for a few months. I enjoy EQ2 in smallish doses, same for Lineage 2. I also dabble in EVE as I have for the past year. If I don't find it enjoyable, I quit for a while and come back when I want to, if I want to. I am a consumer, and to the extent the games engage and entertain me, I am more than happy to pay my $10 - $15 a month for it (goodness knows, this doesn't exactly *break the bank* lol) for as long as it entertains me, and then stop when it doesn't. I think that's the way to approach anything, really. If I buy a 1000 page novel and get bored on page 200, do I finish the book because I bought it? No, I put it down, for goodness sake! Do I buy the sequel? No! MMOs are the same -- if you don't enjoy them, be a consumer and vote with your feet. The games are there to entertain, and if they don't succeed in that, then drop them and move on to something else. *shrug*
Personally Id say MMORPG's are far from dying. In fact, the number of MMORPG's out and in the making would say its at its peak. The shear quantity of games to choose from has basically made alot of people less tolerable of problems in there current games.
True though, nothing really innovattive is happenning in the newer ones coming out. Besides a couple who have tried out soem new ideas , but failed in most all other areas of the game to make it worth trying.
I couldn't have put it better myself. The last few postees hit the nail on the head. MMORPGs - like the world in general, you can argue - revolves around money. If the "general" public wants an easy-to-level, accomplish-something-in-an-hour fantasy/sci-fi/whatever MMORPG and are willing to pay a monthly fee for it, no matter how often they play in a month, then companies are going to give it to them. Remember the Doom rip-offs/hybrids/spinoffs (Heretic, Quake, Duke come to mind)? A similar thing is happening to MMORPGs now. Supply and demand, my friends.
A great way to explore potential new MMORPGs is to apply to be a beta tester. That way you have a better idea of where MMORPGs are going in general and you can base your opinion from your personal gaming experience.
i have said before it is us that has changed.... We no longer have the drive to get to 50 or 60 because what we have seen before is the same above.
We have folks that do not stay commited to there chosen games for whatever reasons, so guilds rise fall our pals leave we get bored.
It is not they need more content but what they have no longer amuses us. The biggest factor is those that stay with there "favorite ones because of all they have invested in there favorite ones" and every game they try doesn't compare.
I think after folks tried the last few rounds of mmoprgs that were released realized the 50 a box and 15 a month was just not worth the bugs the hassles..........
Imgine if those games came out at 210 a box would you still pay for a buggy broken not albe to log on server game, sit in ques????? Folks say they would never pay 210. a box but just what do you pay for a mmorpg after the inital cost and a few months?????
i also agree with poster that eq clone will not be the fore bringer as folks that saw wow as a money maker will be the next rounds of want a bes.........
There was a time when a few tried every mmorpg that came out and after a while realized they weren't just all cracked up the way they were suppose to be.
there isn't here an unlimted supple of people willing to pay a montly fee anymore at least here
I know this is going to be a very unpopular statement, but for those who want difficult games what Blizzard has done is the absolutely worst development in the history of MMORPGs ... they went for the fast buck and it worked like a charm. Just look at the exploding complaints around the net about lack of support, lag, server instability, lack of communication, lack of promised content, bugged and broken content, etc. Do they care? Not that anyone can see. Instead they focus on opening new markets and more fast bucks. Given how much money they've made with this approach, it doesn't even matter if half their player base quits at six months or before.
Having watched this, exactly which company out there is going to forego fast bucks in favor of the difficult long haul games? SOE has certainly seen it and it appears their response it just to dumb EQ2 down more.
Even though I got bored with Eve I will say that's the only company I see out there which seems (thus far) to be committed to maintaining the challenge level in their game.
Vanguard? Who knows yet. We can hear what they're saying, but then they're going to have the corporate pressures too.
It's not a pretty picture.
At this time, not by a long shot is the MMO industry fading out. If anything it is expanding, which is a good thing. In time though, less they quit making dynamic gaming worlds, things are going to get old. People are going to get bored of games where everyone does the same quests that have no impact on the gameworld at all. If someone could make a game world where new and different quests are developed as time goes on, and players doing those quests and how they do them have effects on that world, I think that would take the MMO genre to awesome heights.
Novaseeker pretty much said it for me. The drive for profit will turn the genre at least for a while towards mass market apeal. Also, single player games makers will be wanting to find ways of getting people to pay them money continously every month even after they bought the box. There will be an ever increasing number of completely different types of games all lumped under the name 'mmorpg', some which will borrow more of the classic mmorpg features than others. Platform games, RPGs, fighting games, fps, racing games and whatever else you can think of will at some point, with a mass networking component inbuilt, all be called MMORPG. The concept of mmorpg is being stretched out of proportion and the term mmorpg has been stolen and misused. Some of the new kind of games will have their own bonuses above the originals and may actually bring good new ideas and some will just leach off the concept.
It will be difficult to find that particular game that matches your preferred type of gaming experience. Simply buying the latest and greatest 'MMORPG' won't do it. I don't necessarily think mmorpgs are dying out but the type of games originally called mmorpgs will be hidden amongst the mass.
MMORPG
Speak for yourself there partna don't say "our". How can you say that mmorpgs are dying because some crackpot developers make a big accusations and don't practice what they preach. Don't blame it on the whole mmorpg community, its just a phase, a period if you will of games that are sub par, par and below.
Lets take Guild Wars for exsample, people say that its not a mmorpg and it is. The graphics rival that of EverQuest 2 and there is no lag what so ever and the community is becoming very good with the beta testing weekends. Not to mention it's bringing in a new fan base of casual gamers who in turn I hope will be come hardcore gamers in due time. I really think that Guild Wars has the potential of becoming one of the great games like UO, EQ, DAoC, etc.
Just give it time, and you will see how great a life mmorpgs have
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I must not fear, fear is the mind killer.
Fear is the little death that leads to obliteration, I must permit fear to pass over me and through me.
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