Chasing the META, following breadcrumbs, paint by numbers scripted raids, rock paper scissors PVP, none of these break any new ground. Until the industry starts making MMORPGs where the player's brains are valued and involved, the genre will continue to circle the drain of banality.
I fell in love with MMORPGs when I started playing Everquest. I am unable however to devote 12-13 hours of my time to playing like that any more. That stopped with Everquest and FFXI and wasn't even close to how much I spent on WoW. These days I simply cannot do it. Some of these games are just too much and I cannot keep up with the people I want to play with. They all outpace me and worst of all they all want to raid. I don't want that any more. I really despise raiding. I used to enjoy it but not any more. I have outgrown this genre I feel.
I meet people I like but they all play way more than I do. That is why these days I solo MMORPGs. Sue me I am one of those people responsible for the direction of MMORPGs these days. I feel the loss but am secretly happy when I find them way more accessible too. It's a clash I am guilty of liking.
It's not even about PvP or PvE too I realised because I was in a guild in Dark Age of Camelot and loved the battlegrounds there. So I can totally do organised PvP. Throne and Liberty is supposed to be that end game but the time, oh the time, where will I find it. I cannot do it. It's just too much. I can spend may be 100 over hours or even 300 hours on ARPGs and JRPGs but not on MMORPGs because of the human drama that soils things along the way. I know this sounds like an excuse but people have changed a lot and not for the better and I am disinclined to mingle.
I don't see it as an excuse. People can be annoying and often are. The pressure of keeping up level or power to contribute when playing with your fellows can also be draining. One can be free of both in ARPGs and JRPGS, and also in MMORPGs that well accommodate solo play.
Chasing the META, following breadcrumbs, paint by numbers scripted raids, rock paper scissors PVP, none of these break any new ground. Until the industry starts making MMORPGs where the player's brains are valued and involved, the genre will continue to circle the drain of banality.
The writting was one the wall when the previous (long gone now) CEO of EA said "we will make games that even your mum could play!". Simpler and ever more silmpler with each iteration is where we have been at since the early noughties.
I think the problem is very few people play the same game for years or decades, so almost every mmorpg just fail after a few month or year.
And actually theme park games like wow have more longevity. Or ARPG for that matter.
You take a mmorpg which is released and 95% of the players quit after a few month. And that is pretty much every single mmorpg out there.
The issue here is that most games are made with fixed content. Once that's run through, they need to add more, but they can't keep up with the player's needs.
Change that, and there's no "end" to the game. How that is changed seems to me to be very important. There are other issues, such as Player Division because of Power Gaps. This is especially important as the game matures and players create alternate Characters, and for newer players. In other words, you can't just keep adding levels. Refusing to address this, just because of a desire for the impossible (keep it the same despite the problems) doesn't change anything.
Is there any existing mmorpg which fit your criteria of no fixed content and the world just evolve on your own?
Of is it just an ideal which no one have made possible yet.
Or probably minecraft, probably which why it is popular.
No, not perfectly. UO was the closest, because they had custom houses (eventually) that you could change and decorate with collectible items, and etc. As well as the economic game, that really doesn't have an end to as far as wealth accumulation. As well as a very good Lore game mystery, that died off when the guy in charge of that left and the company didn't see the value in.
UO also had wandering MOBs, so a journey was not always the exact same thing. This could be expanded considerably, with some AI added. Even MOBs setting up fortifications and expanding them.
UO changed the MOBs inside a few places, dungeons and ruins, but that again could be expanded quite a bit with some AI added, along with Wandering MOBs.
New Boss MOBs could be introduced along with an AI that's designed to build an empire of MOBs, taking over dungeons or land areas.
As far as Player Advancement, there has to be an end to the typical Class or Skills. But there can be all kinds of Horizontal progressions tied into said Classes or Skills. Enough to keep players busy for a long, long time. And new can be added over time, too.
But in all of that, the game can't just make everything new easy to get. The old thinking that all players can get everything (and in short order), has to change. Whatever the rewards, they have to be harder to achieve, or hold onto. Depending on what that is, of course. A range of difficulties.
Building in Social stuff can be done too. Player built cities, the politics, etc., a lot of that can be provided by the players themselves. IF they have the tools.
I don't think it's possible to ever make a game that can last forever for every player, but you can make it last a very long time, if playing the game on a daily/weekly basis is entertaining.
I think the problem is very few people play the same game for years or decades, so almost every mmorpg just fail after a few month or year.
And actually theme park games like wow have more longevity. Or ARPG for that matter.
You take a mmorpg which is released and 95% of the players quit after a few month. And that is pretty much every single mmorpg out there.
Great theory, except it's wrong
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
I just do not buy the argument of not having enough time to play because you can only dedicate a handful of hours a week now. Well then you're the perfect person to play MMOs as you will not stand around bored at end game complaining. The only difference is you probably wont be raiding, but that is fine, not all content has to be for you.
Depends on the game you’re playing. If you’re thinking of games like Elderscrolls Online or World of Warcraft then sure.
Traditional Korean grinders? Not so much.
I do have to admit in SWG I used to pay guild members to grind for me. However with that game you didn't miss out on anything doing that. Where as MMOs like Vanilla WoW and Project 1999 era of EverQuest, the journey was the game and so doing that would be pointless.
I've never played a Korean MMO as they just never appealed to me. I wonder if they're like SWG where you can just skip the grind because it was a time sink and not the actual game?
I think the problem is very few people play the same game for years or decades, so almost every mmorpg just fail after a few month or year.
And actually theme park games like wow have more longevity. Or ARPG for that matter.
You take a mmorpg which is released and 95% of the players quit after a few month. And that is pretty much every single mmorpg out there.
Great theory, except it's wrong
I'd say that there's lots of examples for both sides. Recent examples that AAMEOW could point to are New World, Lost Ark and lots and lots of smaller new MMORPG releases (some having closed and some shuffling around zombie style - SOLO, Crowfall, SOTA, the Blesses, Riders of Icarus, etc.).
But there are also lots of examples, mostly of older MMOs that retained a large chunk of their playerbase (so I would disagree that "that is pretty much every single mmorpg out there").
EVE's public numbers: EVE-Offline :: EVE-Online Status monitor (and that is a 21-year old sandbox, with lots of people evidently playing the same game over decades)
Albion was another one giving public MAU numbers from time to time - it shed initially 90% of its playerbase a couple years after launch (falling from a bit over 100k to a bit over 10k), and then after improving, going f2p and launching to Steam it surpassed its launch numbers:
I'd also bet that the big ones (WoW, ESO, GW2, BDO, RS) also retain more than 5% of their initial players over a long period, even though they do not disclose their numbers
I am inclined to agree with AAMEOW if he talks about post-2020-or-so releases though, none really stuck.
You have situations like UO, EQ, WoW, and other Top level MMO's where their population increased over time as opposed to initial burst and then dropping off
You also have MMO's like WoW, EQ, and UO, that have players that have been with them since the start and are still there, in some cases, 25+ years and ongoing
Now, those MMO's were super easy to track, their sub numbers were there population and their income was directly linked to their population numbers.
With modern MMO's The biggest transitional change is that Population ≠ Income
What this means, is that we don't get raw population numbers because they no longer have fiscal value linked to them, what we get, at best, is sales, which is where the true survival of a game sits. Not in how many players are playing, but in how much income the game generates
Now as far as modern MMO's go.
As I said before:
We don't need New MMO's we need better stewards of the MMO's we have already
Reality is, no one's going to rake in the WoW bucks by making a WoW-clone
If we want New MMO's we should be looking for something new, fresh, unique, something that truly sets itself aside, like Minecraft was fucking ground breaking, and spawned a lot of their own clones
But, the truth is, unless a developer plans to make something as next gen as Minecraft was to WoW, they are slapping a coat of paint on a model T and trying to pass it off as some next gen car, and that's why these games fail
If you are going to make a NEW MMO, make something NEW!
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
lol sounds like someone who is stuck in the past and living in nostalgia if you cant have fun and enjoy new mmos these days
Some people have a narrow range of what they enjoy and if nothing new fits within that there is nothing for them to move forward to. There is not much sense in playing a new MMORPG if to that person it is neither fun or enjoyable.
Perhaps when Monsters & Memories comes out it will provide a refuge for some of those lamenting here.
Well I'm not stuck in the past because I just stopped gaming and found new things to do. As for Monsters and Memories, I just checked it out and I'm not interested in it. The problem is I do not want to go back to playing old games, I want new experiences that make me feel like what those old games made me feel back in the day. Just no one is innovating anymore, everything seems established and it bores me. The last game that truly made me go "wow" was when I tried my friend's VR headset at work, I played this game called "Rec Room" and that was amazing. So I waited for a VR MMO to come that never did and instead VR died, so I never ended up buying a headset myself.
There are probably alot of reasons for why things are so different now.....Companies are bigger and more corporate now....They have a pretty good idea of what will sell, so they make the games geared towards that.....Most companies dont want to take the risks now...There is too much to lose....It's why afte WoW we got alot of games with similar gameplay to WoW...It was proven to work and be profitable.....Music, TV, Movies, etc are no different.
You are confusing retention and concurrent players, they are not the same. A game can have 0% monthly retention and still maintain the same concurrent players. All they need to do is get the same amount of new players as the ones they are losing.
Wow had 100 million accounts in 2014, I am sure its way past 225mil now. So not I dont think they are keeping 5%+
ESO sold over 21 mil copies - It has way less than 1 mil now. Again not 5%+
Project Gorgon - has 200 concurrent yet has 2k reviews. Normally reviews are around 3% of the playerbase. Again not even close to 5%+ retention. Of the 50k on steam that purchased, 200 very small.
So the data is EXTREMELY clear that MMO's have lost way over 95% of their playerbase.
I will agree that in most cases they retain better than 5% over 2 months.
However I seriously doubt a game like WoW has retained even .1% of its original customers today.
I just do not buy the argument of not having enough time to play because you can only dedicate a handful of hours a week now. Well then you're the perfect person to play MMOs as you will not stand around bored at end game complaining. The only difference is you probably wont be raiding, but that is fine, not all content has to be for you.
Depends on the game you’re playing. If you’re thinking of games like Elderscrolls Online or World of Warcraft then sure.
Traditional Korean grinders? Not so much.
I do have to admit in SWG I used to pay guild members to grind for me. However with that game you didn't miss out on anything doing that. Where as MMOs like Vanilla WoW and Project 1999 era of EverQuest, the journey was the game and so doing that would be pointless.
I've never played a Korean MMO as they just never appealed to me. I wonder if they're like SWG where you can just skip the grind because it was a time sink and not the actual game?
The grind is the main driving force of a Korean grinder. In the case of Lineage 2, it was a pvp game. So in order to be competitive for pvp, whether it was out in the world or a siege, you had to be high level or be destroyed.
I had a high level character and I played a LOT. The problem was that the higher I went the more I needed to play in order to keep that momentum going.
To put it in perspective, it took me half a year to get a level at that level range. That's not meant to be a complaint. But it did highlight that I needed more time in the game. Cap that off with making money was hard at that level so I just ended up stopping.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
I just do not buy the argument of not having enough time to play because you can only dedicate a handful of hours a week now. Well then you're the perfect person to play MMOs as you will not stand around bored at end game complaining. The only difference is you probably wont be raiding, but that is fine, not all content has to be for you.
Depends on the game you’re playing. If you’re thinking of games like Elderscrolls Online or World of Warcraft then sure.
Traditional Korean grinders? Not so much.
I do have to admit in SWG I used to pay guild members to grind for me. However with that game you didn't miss out on anything doing that. Where as MMOs like Vanilla WoW and Project 1999 era of EverQuest, the journey was the game and so doing that would be pointless.
I've never played a Korean MMO as they just never appealed to me. I wonder if they're like SWG where you can just skip the grind because it was a time sink and not the actual game?
The grind is the main driving force of a Korean grinder. In the case of Lineage 2, it was a pvp game. So in order to be competitive for pvp, whether it was out in the world or a siege, you had to be high level or be destroyed.
I had a high level character and I played a LOT. The problem was that the higher I went the more I needed to play in order to keep that momentum going.
To put it in perspective, it took me half a year to get a level at that level range. That's not meant to be a complaint. But it did highlight that I needed more time in the game. Cap that off with making money was hard at that level so I just ended up stopping.
My story was similar to yours in many ways, but I came to the same conclusion much more quickly, stopping after 6 months and moving on.
It just wasn't much of a game for more casual players and a far cry too different from Lineage 1's designs which I preferred.
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
I just do not buy the argument of not having enough time to play because you can only dedicate a handful of hours a week now. Well then you're the perfect person to play MMOs as you will not stand around bored at end game complaining. The only difference is you probably wont be raiding, but that is fine, not all content has to be for you.
Depends on the game you’re playing. If you’re thinking of games like Elderscrolls Online or World of Warcraft then sure.
Traditional Korean grinders? Not so much.
I do have to admit in SWG I used to pay guild members to grind for me. However with that game you didn't miss out on anything doing that. Where as MMOs like Vanilla WoW and Project 1999 era of EverQuest, the journey was the game and so doing that would be pointless.
I've never played a Korean MMO as they just never appealed to me. I wonder if they're like SWG where you can just skip the grind because it was a time sink and not the actual game?
The grind is the main driving force of a Korean grinder. In the case of Lineage 2, it was a pvp game. So in order to be competitive for pvp, whether it was out in the world or a siege, you had to be high level or be destroyed.
I had a high level character and I played a LOT. The problem was that the higher I went the more I needed to play in order to keep that momentum going.
To put it in perspective, it took me half a year to get a level at that level range. That's not meant to be a complaint. But it did highlight that I needed more time in the game. Cap that off with making money was hard at that level so I just ended up stopping.
That is a staircase that keeps going up. At some point you'll fall off. I always end up at the bottom. I try to climb but lose my will.
Until MMORPGs prioritize player agency and intellectual engagement over repetitive mechanics like meta-chasing, scripted raids, and predictable PvP, the genre risks stagnation. It's time to innovate or face the perpetual cycle of mediocrity.
I mean I wouldn't go so far as to say grind. But grind is a a huge prequesite. Many of these games are good, but need to either be a single player game, with said focus, or a(n) mmo, with a focus on long term progress. So many games get bogged down in either focus, and just can't capitalize.
I still think SWG had the right design, it just failed in many other ways. The whole giant world with player cities thing was amazing. Having the idea of theme parks dotted around as these questing hubs was also amazing. Then you had the traditional areas for grinding like with the Krayt Dragons and the Tusken Village and Squill Cave etc etc. Having mission terminals for group grinding was also another great idea.... And the one thing I actually liked from post NGE content was the ability to also gain XP from questing.... Even if they only had one quest line the Legacy Quest or whatever it was called. So having all those options to play how you want, BUT also having lots of other social professions and crafting professions for other non combat people to enjoy was also genius.
The big problem though was SOE really, they released the game too early, were too slow to make content and the game was just so broken. I felt like they were recovering come November 2003 with player cities and vehicles, but then they ruined it all with constantly focusing on Jedi. While I think the idea for an alpha class and having a special Jedi hunting PVP class with Bounty Hunters was amazing, it got too much focus over the rest of the game. I also think making death less and less harsh was also a big downer because it meant there was no downside to Jedi, when it should never have been the main way to play the game.
A long winded way to say the execution was the problem.
I just do not think you can make these types of games again now and capture the same feeling it once gave you. I don't think that is ever possible really after a certain age sadly. However games like PUBG (in 2017) and Dayz mod (2012) proved to me that I can love games into my adulthood. Just nothing being made today appeals to me in the slightest.
Until MMORPGs prioritize player agency and intellectual engagement over repetitive mechanics like meta-chasing, scripted raids, and predictable PvP, the genre risks stagnation. It's time to innovate or face the perpetual cycle of mediocrity.
Until MMORPGs prioritize player agency and intellectual engagement over repetitive mechanics like meta-chasing, scripted raids, and predictable PvP, the genre risks stagnation. It's time to innovate or face the perpetual cycle of mediocrity.
Risks stagnation? Perpetual cycle of mediocrity? Yeah, I think we are well past that point by at least 10 to 15 years now.
I no longer have any hope for improvements in the greater genre so find my entertainment these days in smaller multiplayer online titles such as FO76 or survival like 7D2D.
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
Until MMORPGs prioritize player agency and intellectual engagement over repetitive mechanics like meta-chasing, scripted raids, and predictable PvP, the genre risks stagnation. It's time to innovate or face the perpetual cycle of mediocrity.
Welcome to the forums!
@Scot, do you sometimes feel like the door greeter in a funeral home?
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
Until MMORPGs prioritize player agency and intellectual engagement over repetitive mechanics like meta-chasing, scripted raids, and predictable PvP, the genre risks stagnation. It's time to innovate or face the perpetual cycle of mediocrity.
Welcome to the forums!
@Scot, do you sometimes feel like the door greeter in a funeral home?
I sometimes think back about this one game called ' Oz World Online ' , a very weird mishmash of social mmorpg systems, the sims, online dating, and fishing.
Post edited by Neoyoshi on
Fishing on Gilgamesh since 2013 Fishing on Bronzebeard since 2005 Fishing in RL since 1992 Born with a fishing rod in my hand in 1979
I something think back about this one game called ' Oz World Online ' , a very weird mishmash of social mmorpg systems, the sims, online dating, and fishing.
Amen, and after 14 years not only has the situation not improved many here would argue it's only gotten worse.
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
I'm just thankful I grew up in the golden age of gaming where innovation was driving games. Like movies one hundred years ago and when they were starting out and evolving so fast. It just seems while movies took several decades to become stale and boring, gaming has done it in just four. Going from 8bit to 16 bit felt like a MASSIVE leap and then going to 3D drove all new genres and IPs. It evolved so fast from the PS1 to the PS3 and then really with the PS4 we had no limits left. Developers can now do everything they want, only their imaginations hold them back. The problem is all the ideas have been done It is becoming harder and harder to come up with something new.
I realised I like gaming for the innovation, it is what excited me. I don't want to play COD for the 20th time, but sadly most gamers seem happy to do that. The last single player FPS I liked was Half Life 2 and the last online FPS I liked was Counter Strike, we've still not evolved beyond them lol. If you look at single player FPS games today.... Where are they? Sony's last one was Killzone in 2013 and Microsoft seem happy to pump out the same bad Halo games over and over... All that is left is COD. Look at online FPS games and oh look Counter Strike is still dominating.... Where is the innovation? Do you want to play another bad Battlefield game or another COD? Maybe you want to play the same old third person Sony action adventure game that they've been recycling for a decade now?
Maybe this is why as I've gotten older all my friends have stopped gaming. You just get bored and have to find a new hobby. Just have to let the young ones take over because a new COD to the new generation is the first time they've ever experience one.
Just sad to me that when I was growing up it was the first time because it never existed before. MMOs hadn't been done before and they blew my mind, now everything is online.
Comments
I don't see it as an excuse. People can be annoying and often are. The pressure of keeping up level or power to contribute when playing with your fellows can also be draining. One can be free of both in ARPGs and JRPGS, and also in MMORPGs that well accommodate solo play.
As well as the economic game, that really doesn't have an end to as far as wealth accumulation.
As well as a very good Lore game mystery, that died off when the guy in charge of that left and the company didn't see the value in.
UO also had wandering MOBs, so a journey was not always the exact same thing. This could be expanded considerably, with some AI added. Even MOBs setting up fortifications and expanding them.
UO changed the MOBs inside a few places, dungeons and ruins, but that again could be expanded quite a bit with some AI added, along with Wandering MOBs.
New Boss MOBs could be introduced along with an AI that's designed to build an empire of MOBs, taking over dungeons or land areas.
As far as Player Advancement, there has to be an end to the typical Class or Skills. But there can be all kinds of Horizontal progressions tied into said Classes or Skills.
Enough to keep players busy for a long, long time. And new can be added over time, too.
But in all of that, the game can't just make everything new easy to get. The old thinking that all players can get everything (and in short order), has to change. Whatever the rewards, they have to be harder to achieve, or hold onto. Depending on what that is, of course. A range of difficulties.
Building in Social stuff can be done too. Player built cities, the politics, etc., a lot of that can be provided by the players themselves. IF they have the tools.
I don't think it's possible to ever make a game that can last forever for every player, but you can make it last a very long time, if playing the game on a daily/weekly basis is entertaining.
Once upon a time....
You also have MMO's like WoW, EQ, and UO, that have players that have been with them since the start and are still there, in some cases, 25+ years and ongoing
Now, those MMO's were super easy to track, their sub numbers were there population and their income was directly linked to their population numbers.
With modern MMO's The biggest transitional change is that Population ≠ Income
What this means, is that we don't get raw population numbers because they no longer have fiscal value linked to them, what we get, at best, is sales, which is where the true survival of a game sits. Not in how many players are playing, but in how much income the game generates
Now as far as modern MMO's go.
As I said before:
We don't need New MMO's we need better stewards of the MMO's we have already
Reality is, no one's going to rake in the WoW bucks by making a WoW-clone
If we want New MMO's we should be looking for something new, fresh, unique, something that truly sets itself aside, like Minecraft was fucking ground breaking, and spawned a lot of their own clones
But, the truth is, unless a developer plans to make something as next gen as Minecraft was to WoW, they are slapping a coat of paint on a model T and trying to pass it off as some next gen car, and that's why these games fail
If you are going to make a NEW MMO, make something NEW!
There are probably alot of reasons for why things are so different now.....Companies are bigger and more corporate now....They have a pretty good idea of what will sell, so they make the games geared towards that.....Most companies dont want to take the risks now...There is too much to lose....It's why afte WoW we got alot of games with similar gameplay to WoW...It was proven to work and be profitable.....Music, TV, Movies, etc are no different.
You are confusing retention and concurrent players, they are not the same.
A game can have 0% monthly retention and still maintain the same concurrent players. All they need to do is get the same amount of new players as the ones they are losing.
Wow had 100 million accounts in 2014, I am sure its way past 225mil now.
So not I dont think they are keeping 5%+
ESO sold over 21 mil copies - It has way less than 1 mil now.
Again not 5%+
Project Gorgon - has 200 concurrent yet has 2k reviews. Normally reviews are around 3% of the playerbase. Again not even close to 5%+ retention. Of the 50k on steam that purchased, 200 very small.
So the data is EXTREMELY clear that MMO's have lost way over 95% of their playerbase.
I will agree that in most cases they retain better than 5% over 2 months.
However I seriously doubt a game like WoW has retained even .1% of its original customers today.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
It just wasn't much of a game for more casual players and a far cry too different from Lineage 1's designs which I preferred.
"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
I no longer have any hope for improvements in the greater genre so find my entertainment these days in smaller multiplayer online titles such as FO76 or survival like 7D2D.
"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
"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
I sometimes think back about this one game called ' Oz World Online ' , a very weird mishmash of social mmorpg systems, the sims, online dating, and fishing.
Fishing on Gilgamesh since 2013
Fishing on Bronzebeard since 2005
Fishing in RL since 1992
Born with a fishing rod in my hand in 1979
"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