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MMORPGs
 
Sunsnail
What makes a MMORPG a good game? What do you look for in a mmorpg, and what do you think is needed in the future to make them better?
Porky
the social aspect.

i love how WoW makes you work on your social skills. basically you can only do so much by yourself. to get the really phat loot, you must be a part of a guild and be a team player, to do organized 40man raids.

so far for my warlock... i have 3/8 Tier1 Felheart! yay!
oziel
quote:
Originally posted by Porky
the social aspect.

i love how WoW makes you work on your social skills. basically you can only do so much by yourself. to get the really phat loot, you must be a part of a guild and be a team player, to do organized 40man raids.

so far for my warlock... i have 3/8 Tier1 Felheart! yay!


lol @ your sig, its soo big, like a banner
Sunsnail
quote:
Originally posted by oziel
lol @ your sig, its soo big, like a banner


im afraid your sig is 5150 bytes too big :p
weymouth
Good MMORPG needs the following for me to stay interested:

1. Great crafting system.

2. A way for the player base to affect the game.

3. Character class customization that doesn't lead to you being just one of thousands cookie cutter builds.

4. Creating an atmosphere of society in which you can talk to people and hang out but also increase a skill or stat while chillin.

5. The ability to jump into the mmorpg and play for 30 minutes or 4 hours and still get something out of it.

6. PvP with a sense of danger and the ability to be hurt.


The only game that I've seen come close to all of these was Ultima Online when it first came out. I played every other mmorpg under the sun since then and none have come close. Dark Ages of Camelot was the second best MMORPG I ever played after UO. The PvP in DAoC was ground-breaking and still no other game comes close to that detail. WoW is a decent questing rpg but it lacks some social interactions and you can't jump into WoW for a quick romp, it takes hours to maybe even find a group. I play guild wars a lot now because of lack of monthly fees. GW has horrible social interaction, crafting system, and players actions effecting the world. What GW does right is that it's a game that can be played for a short amount of time or for a long amount of time, good pvp(no risk though), and amazing character skill customization.
paranoik0
quote:
Originally posted by Sunsnail
What do you look for in a mmorpg


the 'exit to windows' button
Scottaculous
quote:
Originally posted by weymouth
Good MMORPG needs the following for me to stay interested:

1. Great crafting system.

2. A way for the player base to affect the game.

3. Character class customization that doesn't lead to you being just one of thousands cookie cutter builds.

4. Creating an atmosphere of society in which you can talk to people and hang out but also increase a skill or stat while chillin.

5. The ability to jump into the mmorpg and play for 30 minutes or 4 hours and still get something out of it.

6. PvP with a sense of danger and the ability to be hurt.


The only game that I've seen come close to all of these was Ultima Online when it first came out. I played every other mmorpg under the sun since then and none have come close. Dark Ages of Camelot was the second best MMORPG I ever played after UO. The PvP in DAoC was ground-breaking and still no other game comes close to that detail. WoW is a decent questing rpg but it lacks some social interactions and you can't jump into WoW for a quick romp, it takes hours to maybe even find a group. I play guild wars a lot now because of lack of monthly fees. GW has horrible social interaction, crafting system, and players actions effecting the world. What GW does right is that it's a game that can be played for a short amount of time or for a long amount of time, good pvp(no risk though), and amazing character skill customization.


Have you tried Eve Online? Withyour description, it sounds like the game for you.

1. Not sure what exactly is crafting but I'm sure the manufacturing system in Eve is "good".
2. All players play under the same server farm: No sharding and instancing. Players are able to build and maintain conquerable structures in space. These stations can be permanently seen on the map and interactable by all players. Through violent PvP, these stations can be destroyed or conquered. In the next release, fractional warfare will allow players to drive the in-game story. Plus Eve's economy is COMPLETELY ran by other players.
3. Class-less, real-time based skills training system. I don't even have to be logged on to "train" a skill or advance my character.
4. See #3
5. You can do quest-like missions, trade, manufacturer, chat in short amounts of time. PvP-ing generally takes longer.
6. Eve has a wonderful system of non-consentual PvPing. If you're not in secured space, expect a pirate to come knocking. Someone smacktalking you in the game in secured space? War declare them and you can hunt them throughout all of the universe w/o fear of policing. All losts are permanent. Your expensive fully modded ship blown up by a gank squad? Sucks to be you. The best thing about Eve is it's PvPing. Trying to remember all the battle mechanics as your adrenaline is pumping is hard as hell.

7. You can Eve for free once you're able to make enough money for timecodes. For me, about 10-12 hours of hardcore NPCing (PvE) will get me enough money to buy a 30 day timecode.

The only bad thing about Eve is it's a time sink. Traveling and getting between places takes a long time. Only because the universe is massive.

Here's an interesting article about the freedom and range of Eve
http://www.escapistmagazine.com/issue/25/3
DarkAngel
Ultima Online at one point was the MMORPG of choice for me. Really easy to make friends and all that. Nowadays WoW is the most popular. Final Fantasy XI was my game for a while, but I incredibly suck at that game so I quit.

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