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When it comes to dedicated MMORPG players, mobile is often considered a dirty word. Nick explores this and asks the question, whether or not mobile MMOs will ever truly be accepted by MMORPG fans.
Comments
First, mobile technology is unlikely to ever match PC technology, which makes it the inherantly weaker gaming platform.
Second, whilst a few do exist, the majority of mobile MMORPGs are not actually massively multiplayer. I believe this is mostly because mobile tech cannot handle MMO numbers, so maybe this will change in the future. But, I have a deep dislike of "regular" multiplayer numbers, I would much rather go down to coop or single player, or go up to MMO. That middle ground gives the worst of both world imo.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Logic, my dear, merely enables one to be wrong with great authority.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
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https://play.google.com/store/apps/details?id=com.sensoryplayapps.adventure
The game is something like RuneScape for Android.
It's the other 99.99% that give a bad reputation to mobile MMORPGs and big developers aren't doing anything to improve this.
However advanced mobile technology becomes it will be less so than the concurrent level of PC technology.
Let's party like it is 1863!
There are a lot of people in SEA and Africa that don't have computers, at least in Africa and phones are their main gaming device.
Is a man not entitled to the herp of his derp?
Remember, I live in a world where juggalos and yugioh players are real things.
There is no way I will ever play an MMORPG on a tiny screen. It's baffling to me how anyone can even see anything. Plus all that bending over this tiny screen cannot be good for your neck and back in the long run.
I prefer to relax in my chair with a controller and PC with a huge screen I don't have to squint at to see anything properly. I genuinely feel sorry for people who play an MMORPG on a phone. Plus about the MMORPG qualifier, how many people can mobile games fit to qualify as an MMORPG?
It will do some things automatically, such as sailing to a particular location that you choose, but even that comes with a lot of stuff to react to along the way. But it's very open-ended so that there is rarely a natural, obvious next location to go to. The gameplay decision is fundamentally about choosing where you want to go next, not the mechanics of how to get there.
The game does have a lot of microtransactions, but they're mostly blue gems that can readily be earned in large quantities just by playing the game. Unlike many (most?) mobile MMOs, it doesn't constantly shove the store into your face. I don't entirely know what the developers were thinking when they designed the business model, but they seem to be planning to make money on:
1) whales who are willing to drop a hundreds of dollars to get the same things that free players will get, but get them sooner,
2) selling non-starter admirals for 5000 red gems ($55) each, and
3) blue whales willing to drop many thousands of dollars to rank up S-grade mates, even though it isn't essential and doesn't even help all that much.
And on point (2), you literally can't buy it until you reach company level 30. I'm not even there yet at 125 hours played.