We all see how the gaming industry is evolving with every game released. One thing is to cross breed games like Eve online with dust 514. Dungeons and Dragons:Neverwinter, where you can create own dungeons with quests and missions that works like a ordinary quest or mission made by the game devoper. And we see how the games get more opened. A handful sandbox mmo´s stands in queue for the next few years.
Do we want more things to do in a open world experience, because we want to choose how to play it. Of cause we can choose what class we want to play and what crafting in most games we want to spend with. And the technicals for game engines get more powerful to create such environments and functions.
Question is how far will it be pushed?
I could imagine something like Everquest Next. But just in the next further step. Think about Everquest 2 emotion cap where you can express emotions through a webcam. Perhaps playing with the new oculus or something weird cyberspace through a helmet.
What if you could be able to craft your completely own gear, and not only by a premading recipe. Create your own unique recipe in the game. Or what if you could go in town reading the library to learn a spell, combine it with another spell to make it something completely third and so on. Like when you combine real world elements. Fire+water> Steam. Landscape building massively by players as we start to see come to us.
But if you have as free hands like you would in the real world. Would it turn out to be too overwhelming, unplayable because it has no real purpose. Where is the limit?
When will the rooftop bumb into something above prevent it to not being able to grow anymore. The absolute maximum. I know it´s sounds weird but I always wondered how it will become in the future.
Is there a max limit for mmo evolving as a game and how will it progress?
This is just hard hypothetical speculations and I hope you can help me resolving some of it. What do you think, please make a comment below how you think it will turn out`be.
Comments
We are already seeing that. MOBA, instance pve and pvp games. Destiny and Divsion, shooters that have some MMO elements.
MMO is evolving and becoming better games with new ideas.
DUST's struggles to remain viable are seriously challenging one of my fundemental theories of MMOs.
I've often argued that MMOs, as a form of game, thrive *because* of the diversity of playstyles - that it creates an environment where you are essentially smoothly moving between multiple games and getting the economies of scale in making and marketting a bundle of minigames.
DUST has been an interesting test of this theory - whether the persistant world database alone is enough to sustain interest. According to my theory, DUST should be more successful than a comparable standalone game because it's tied to a larger world. Unfortunately, it seems to struggling to hold onto a place in the market. While it can be argued that fact that people like me just randomly bring it up in coversation gives it some of the advantages of tapping into an established IP, it has not yet proven to be able to fully sustain a product.
I think the issue is that players want immediate fun. The fact that Dust is tied to a larger world really adds very little to that fun.
It is no better than some loose lore (not very well constructed stories since mostly created by players in Eve).
This is a pretty good (counter) example of a successful game needs good core gameplay. WoT is successful because the core instance fighting is fun. The fact that it uses WW2 setting is just gravy.