Please tell me of this magical game that "meets my needs."
Why does any dev should make a game that meet your need? It is a free market. They pick whatever audience they want to cater to. You are free to decide what to play.
I'd rather see more levelless classless mmorpg with an emphasis on one character per player, significantly large worlds, and no "endgame".
The guy says MMORPGs are dead, then asks immediately for levelling. Why have the same tired, boring mechanics if you're tired of boring copies?
I want to make a character based on what I do with that character, whether it's the things it can do, how players and non-player characters precieve it, or even through intrigue and economics.
If my character can have a significant impact on a town in a world while remaining too weak to lift a sword and having no gold to his name, that's the kind of MMO I want.
Playing a character that starts using a bow, and thus can never, ever, in the decades you play be able to use an axe no matter how strong you get is just ridiculous and disgustingly ancient game design.
Let's not have "What class will you play"
Let's have "What are you going to do with your character?"
While I do understand where you are coming from, I really don't think you understand the decade we are living in.
Games are being made exactly the way the majority of the player base wants, these features you list appeal to a much smaller niche which most larger developers are not interested in targeting.
So true and yet so sad....
Key word here being "majority".
Look into indie games and smaller projects and you will find more worth supporting and enjoying. Majority can always be swayed but will never turn into what we want if we support what we don't like.....and I know MANY MANY people that play these games and don't like them just cause they think there is nothing else, which doesn't help those things to come to fruition
Just the other day I was talking to a friend that plays WoW that wants something better and just wants in general to "get out", but isn't willing to just drop WoW cause of time and money invested which is terrible. I dumped a F2P I invested around 3k into that honestly started making me miserable and unhappy and i've been happy ever since, the key is, never stagnate, keep supporting what you enjoy not what you have invested in, if it makes you miserable for the love of god don't support it, who cares how much you have "invested", gaming is about having fun not making investments and you will dump the misery baggage associated when you just simply "quit", and yes it is that easy, don't tell yourself otherwise as paying to stay miserable is costing you more and hurts and chance of getting what you are honestly looking for.
There are options, broaden your horizons and QUIT supporting stuff you don't honestly like. Supporting something that does 10% right and makes you happy is better than supporting something that does 90% right and makes you miserable.
Look into indie games and smaller projects and you will find more worth supporting and enjoying. Majority can always be swayed but will never turn into what we want if we support what we don't like.....and I know MANY MANY people that play these games and don't like them just cause they think there is nothing else, which doesn't help those things to come to fruition
Speak for yourself. I think the majority's preference on convenience, and more game-like features than virtual world suits me just fine.
"Games are being made exactly the way the majority of the player base wants ..."
No, MMO developers are assuming that what is most successful for them and their peers is what most players want. That's all that they can do as they struggle blindly with the silent masses.
But, clearly, there's a difference between what currently works best and what the players want. And developers are always struggling to align what works with what the players want. These two items may intersect at various points, but this is not the same as getting these two items completely aligned. Not even close.
This is the reason why all of the notable MMORPGs out there have forums which are full of people arguing over how the MMORPGs in question should be managed. Different players advocate different things. The developers see what they want to do and can do. And, where these things intersect, the developers move to accommodate. That's it.
So, your statement makes no sense, unless one assumes that the speaker of it is happy with how MMORPGs are being handled right now in some sense.
- - - - - - - - - -
@ The Issue in General
I think that the current MMORPG market is great for those who like what is there. But, for those who want something different, it is not so great. This we know.
Which group is larger? It's hard to tell. The distinction between these groups is too fluid to tell. But it we do see this:
WoW's "numbers" do bounce up and down according to circumstances, such as in proximity to the release of new content or lack thereof.
New MMORPGs always experience an initial spike of new players who try out the game, consume it to a certain extent, and leave.
Lots of players jump between playing different MMORPGs at different times.
Certain loyal fans always gravitate towards certain games and defend them against the criticisms of the masses.
Based on this fluid picture, I think that the true minority in MMORPGs are those active players who pick certain MMORPGs and express specific, unwavering loyalty to them. Most active players just go where they want at the moment, and that is that.
What does this mean? I think that most active players are not "wowed" (lol) by any particular MMORPG right now. They are just enjoying what they can, each to their own as they can and according to their mood. That's it. And, as for inactive players, who knows ...
Waiting for:Citadel of Sorcery. Along the way, The Elder Scrolls Online (when it is F2P).
Keeping an eye on:www.play2crush.com (whatever is going on here).
I'd rather see more levelless classless mmorpg with an emphasis on one character per player, significantly large worlds, and no "endgame".
The guy says MMORPGs are dead, then asks immediately for levelling. Why have the same tired, boring mechanics if you're tired of boring copies?
I want to make a character based on what I do with that character, whether it's the things it can do, how players and non-player characters precieve it, or even through intrigue and economics.
If my character can have a significant impact on a town in a world while remaining too weak to lift a sword and having no gold to his name, that's the kind of MMO I want.
Playing a character that starts using a bow, and thus can never, ever, in the decades you play be able to use an axe no matter how strong you get is just ridiculous and disgustingly ancient game design.
Let's not have "What class will you play"
Let's have "What are you going to do with your character?"
MMO games are bussines. Game companies make games that will be profit and nowdays, EQ like game will not bring money. Maybe in some years the flow will go back to old times and oldschool like games will be profitable so game companies will be able to create game that will fit some oldschool gamers
I feel ya, man. this is the first time in many years that I am not actively playing an MMO. I was playing ArcheAge but then didn't play for a week because (God forbid) I got caught up in doing things in real life and hadn't realized that I lost my garden plot (I had actually been logging in to make sure I didn't lose it, but I forgot that the plot was tied to my alt...oops!) so after that I lost interest in the game and a few days later lost my housing plot. I tried getting back in to one of the FTP titles (Neverwinter, The Secret World, GW2, SWTOR) but nothing had any staying power with me. So I bought a new game for my PS4. At least it's finally getting some use. EQN isn't going to be out for quite a while and just like you said, I am sick of getting over-hyped for something and just having it be mediocre <cough> Wildstar <cough>. It's true that nothing holds that old WoW/EQ nostalgia and maybe nothing ever will. Skyforge will probably be the next MMO I check out.
I can somewhat relate to what the OP is saying here. Modern MMOs are technically superior in a lot of ways to the older games. They have better interfaces. Far better graphics. Many refinements and evolution of features that the old games didn't. But in other ways they are a step backwards. Linear paths, less options, less social interaction. Ridiculously easy gameplay which generally is not much different than reading a book, following a linear and easy path by moving to the new marker on your map and doing a menial task over and over until you've consumed all of the content.
The biggest loss to me is in the community. In the older MMOs you had a strong sense of community. And that wasn't just because the games had less players, servers often had similar numbers to what you have in the modern MMO, but players relied on one another more, and were generally more social.
While the genre has evolved in a lot of ways (if you don't believe go back and try to install one of those older games), it has also taken steps backwards in others. I do think that is improving. While a lot of people aren't fans of crowd funding or early access titles, the truth is that they have led to some innovative new titles that may not have seen the light of day otherwise. But even the larger studios are realizing that you can't just repackage WoW with a new setting and get WoW numbers. We're seeing games stretch outside of that box. It doesn't always work out but whether it does or does not, it's good for the industry as a whole.
I don't think the MMORPG is dead by a long shot. If anything the market is larger than ever. It's just a very different market than it was 10-15 years ago. Players have changed. Games have changed to try to appeal to them. There is still a niche for those old school mechanics, and a larger audience than was previously the case to tap into. There's room for developers to take advantage of those niches and have good success. It may not be 10 million player success, but how many games actually get there? Those niches are still larger than the numbers that would have been monstrous 10-15 years ago. And I do think we'll see a lot more of this as some of the crowd funded games start hitting market. There's going to be some duds and horror stories mixed in, of course. But between indie studios with budgets (in some cases massive ones), and larger studios who are now willing to commit to new ideas (love it or hate it, EQ: Next is certainly thinking outside of the box), I think there's some good times ahead. This may be a rough stretch for players, because these games generally take 3-7 years to build. But I do think we're seeing the end of the WoW clone era and we may begin to see a faster stage of evolution.
That having been said, I also think players tend to be too harsh at times with existing titles, because they personally have already grown tired of those mechanics. The Elder Scrolls Online for example, is a game that is often criticized, in part because of the comparisons to the single player games, and in part because players don't feel it offered enough new. Similar feelings were cast upon SWToR, with a lot of people having huge anticipation of a Bioware MMO, and then being disappointed that it wasn't innovative enough. But the truth is, if you take WoW out of the equation and you put those games in a time machine and launched them in 2003 (downgrading the graphics for what was normal at the time) players would have thought they were revolutionary titles. If you had never played an MMO in your life and they were your first game, you'd probably love them. It's tough to innovate, and publishers are typically wary of games that are too far outside of the box. While some players are quick to write off those games as flops, they are still making money. I think the biggest problem is that we, as players, have been there and done that. Veteran MMO players have been through the ringer, and they can see the strings. It makes it tough for us to be content with games, because we are generally harsher critics.
We were young... we were used to another kind of games and now we havent enought time to waste on playing videogames.
If you want a real mmorpg play eve... you will play a role in a player world.
The rest of the games are just like a work, you dont have freedom, just a clear path to earn levels and gear and some tedious farming via daily quest, daily dungeon ...
We want to be slaves of a world that reject us after the burning crusade. You will enjoy a game when you play it for fun, not for suffering.
MMORPG is not dead, this genre matured in a wrong way. It tries to attract you and bind you giving purple items, easy quests and dungeons so you have the feel of success in your life. But is a fake success. There is no more fun farming for fungus... now, you change your stuff everyday and it's because developers know your brain will release dopamine when you loot a mob and see a purple item. And that dopamine will make you an addict to the easy success and to the game.
i cant imagine wow players farming for three or more days for an item... they would quit or make a ticket to GM, and GM will give the item and a massage.
Yup the genre is getting stale, but the babies born a the turn of the century are coming of MMO gaming age now, so maybe it will pick up again as the same old is new to them, but they'll become jaded within the decade. Good single player RPG games that can be played in Co op is the way forward. Not theme parks. Keep MMO community and sandbox, not story driven
We were young... we were used to another kind of games and now we havent enought time to waste on playing videogames.
If you want a real mmorpg play eve... you will play a role in a player world.
The rest of the games are just like a work, you dont have freedom, just a clear path to earn levels and gear and some tedious farming via daily quest, daily dungeon ...
We want to be slaves of a world that reject us after the burning crusade. You will enjoy a game when you play it for fun, not for suffering.
MMORPG is not dead, this genre matured in a wrong way. It tries to attract you and bind you giving purple items, easy quests and dungeons so you have the feel of success in your life. But is a fake success. There is no more fun farming for fungus... now, you change your stuff everyday and it's because developers know your brain will release dopamine when you loot a mob and see a purple item. And that dopamine will make you an addict to the easy success and to the game.
i cant imagine wow players farming for three or more days for an item... they would quit or make a ticket to GM, and GM will give the item and a massage.
Originally posted by IAmMMO Yup the genre is getting stale, but the babies born a the turn of the century are coming of MMO gaming age now, so maybe it will pick up again as the same old is new to them, but they'll become jaded within the decade. Good single player RPG games that can be played in Co op is the way forward. Not theme parks. Keep MMO community and sandbox, not story driven
They had to make it more casual friendly to hang on to what player base they had after launch.
No you are looking at the wrong way.. WildStar did what it was made to do.. a big casual cartoony game.. when it did not deliver enough casual.. the same casual people it attracted, left.
You have to make a hard game from the core.. it includes graphics/gameplay and originality.
There are still good MMORPGs out there like Rohan: Blood Feud and Dragon Nest. Maybe there will be a side comment after this post. But actually, the games you want is based on you perceptions. your interest. if you dont want action games, then go to doll games XD. But i prefer those two games as I my all time favorite game. XD
I don't think its dead persay to those that like the WoW model, just stagnant. Themeparks are what is causing the genre to slowly decay itself, however sandbox mmorpgs are starting to become mainstream again.
I like certain directions the genre has taken, graphics, action combat(Dcuo,AoC) and Fps combat(APB,DFO), however many things have devolved. Since WoW's debut we have gotten mmorpgs with more restrictions, each copying the WoW model with their slight variances whether IP, or some other trival thing. More and more features that were promised on launch are cut and many mmo gamers have become a maurading horde; nomading to and fro each new release in search of something that is actually unique, engaging and fun. This demograph mostly consists of those that tasted old school mmos or have become jaded with the current ones.
Sure we get some cool mmo ideas, but they always fail to deliver. Such as DCUO, APB, Planetside 2, DFO ect, ect. They generally have too many flaws and bad decisions. Indie developers don't have the money or manpower to make their game AAA, but AA A companies don't have the testicular fortitude to make a unique game so we are at a standstill.
Darkfall online is probably my favorite mmorpg since it has so many things I enjoy, full loot, Fps combat, clan warfare and territories, their mount system, housing, but it had some bad flaws as well which hurt the game. Then the company Aventurine decided to make a sequel that is completely inferior.
So many mmorpgs that diverted from the WoW mold could have been good but failed on too many levels. We have to put our faith in shit companies like SoE that ruins franchises and their mmos for an AAA company to make an AAA sandbox title. I don't have much faith in them, but I am still waiting on H1Z1 and EqNext as distant hopes along with others like Starcitizen.
A close to perfect mmo to me would be:
Darkfall online- FPS Combat, clan politics, territory control, mounting system and class system, full loot.
UO-Skills, community, sandbox features full loot. skill cap.
SWG- Community, sandbox features, housing, atmosphere, ability to be whatever you like, crafting.
EVE- Community, economy, full loot, clan battles.
EqNext- Voxel building.
Runescape- Quests, economy.
I wish mmo designers would make their features a little more intricate.
but AA A companies don't have the testicular fortitude to make a unique game so we are at a standstill.
Of course they do.
I think the new online shooter Blizz is making looks pretty good. It is just that few AAA companies want to invest in classical MMOs anymore. It is time for something different.
We were young... we were used to another kind of games and now we havent enought time to waste on playing videogames.
If you want a real mmorpg play eve... you will play a role in a player world.
The rest of the games are just like a work, you dont have freedom, just a clear path to earn levels and gear and some tedious farming via daily quest, daily dungeon ...
We want to be slaves of a world that reject us after the burning crusade. You will enjoy a game when you play it for fun, not for suffering.
MMORPG is not dead, this genre matured in a wrong way. It tries to attract you and bind you giving purple items, easy quests and dungeons so you have the feel of success in your life. But is a fake success. There is no more fun farming for fungus... now, you change your stuff everyday and it's because developers know your brain will release dopamine when you loot a mob and see a purple item. And that dopamine will make you an addict to the easy success and to the game.
i cant imagine wow players farming for three or more days for an item... they would quit or make a ticket to GM, and GM will give the item and a massage.
/bow
Great post.
The mere fact that newbies label most of todays games as MMO, or MMORPG is the big problem. When most games are clearly not role playing, or even challenging. It is merely walk thru content.
Originally posted by mgilbrtsn MMORPG.com really needs to make a mega thread for this topic. Video games are a multi billion dollar industry. MMOs will most certainly have a share of that.
Agreed... They do so with any other topic why not this one? It would be nice to not see a new thread on this every other hour.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
We were young... we were used to another kind of games and now we havent enought time to waste on playing video games.
QFT. We were innocent explorers of a new world in a golden age. That age has passed. You are right in that EvE is really the only mmorpg that still harkens back to the old school with its heavy emphasis on player-directed contribution, but I don't want to play that either. I can't put my finger on it, but my guess is I just can't join the grind in pursuit of hollow internet status.
The mere fact that newbies label most of todays games as MMO, or MMORPG is the big problem. When most games are clearly not role playing, or even challenging. It is merely walk thru content.
MMORPG.com is dead... not the genre.
There is no problem. Why can't a genre evolve and cater to another audience?
Most games are clearly not RPing because CRPGs are not about RPing, or at least most audience does not care about true RPing.
Comments
Why does any dev should make a game that meet your need? It is a free market. They pick whatever audience they want to cater to. You are free to decide what to play.
https://www.therepopulation.com/
"I don't give a sh*t what other people say. I play what I like and I'll pay to do it too!" - SerialMMOist
Key word here being "majority".
Look into indie games and smaller projects and you will find more worth supporting and enjoying. Majority can always be swayed but will never turn into what we want if we support what we don't like.....and I know MANY MANY people that play these games and don't like them just cause they think there is nothing else, which doesn't help those things to come to fruition
Just the other day I was talking to a friend that plays WoW that wants something better and just wants in general to "get out", but isn't willing to just drop WoW cause of time and money invested which is terrible. I dumped a F2P I invested around 3k into that honestly started making me miserable and unhappy and i've been happy ever since, the key is, never stagnate, keep supporting what you enjoy not what you have invested in, if it makes you miserable for the love of god don't support it, who cares how much you have "invested", gaming is about having fun not making investments and you will dump the misery baggage associated when you just simply "quit", and yes it is that easy, don't tell yourself otherwise as paying to stay miserable is costing you more and hurts and chance of getting what you are honestly looking for.
There are options, broaden your horizons and QUIT supporting stuff you don't honestly like. Supporting something that does 10% right and makes you happy is better than supporting something that does 90% right and makes you miserable.
*goes back to playing Captain Toad*
Speak for yourself. I think the majority's preference on convenience, and more game-like features than virtual world suits me just fine.
Another piece of gender-locked Korean tripe is going to save this genre? Not likely.
No, MMO developers are assuming that what is most successful for them and their peers is what most players want. That's all that they can do as they struggle blindly with the silent masses.
But, clearly, there's a difference between what currently works best and what the players want. And developers are always struggling to align what works with what the players want. These two items may intersect at various points, but this is not the same as getting these two items completely aligned. Not even close.
This is the reason why all of the notable MMORPGs out there have forums which are full of people arguing over how the MMORPGs in question should be managed. Different players advocate different things. The developers see what they want to do and can do. And, where these things intersect, the developers move to accommodate. That's it.
So, your statement makes no sense, unless one assumes that the speaker of it is happy with how MMORPGs are being handled right now in some sense.
- - - - - - - - - -
@ The Issue in General
I think that the current MMORPG market is great for those who like what is there. But, for those who want something different, it is not so great. This we know.
Which group is larger? It's hard to tell. The distinction between these groups is too fluid to tell. But it we do see this:
Waiting for: Citadel of Sorcery. Along the way, The Elder Scrolls Online (when it is F2P).
Keeping an eye on: www.play2crush.com (whatever is going on here).
Yes. The system they have is old school enough for depth and freedom, but new and different as well in certain ways.
I can somewhat relate to what the OP is saying here. Modern MMOs are technically superior in a lot of ways to the older games. They have better interfaces. Far better graphics. Many refinements and evolution of features that the old games didn't. But in other ways they are a step backwards. Linear paths, less options, less social interaction. Ridiculously easy gameplay which generally is not much different than reading a book, following a linear and easy path by moving to the new marker on your map and doing a menial task over and over until you've consumed all of the content.
The biggest loss to me is in the community. In the older MMOs you had a strong sense of community. And that wasn't just because the games had less players, servers often had similar numbers to what you have in the modern MMO, but players relied on one another more, and were generally more social.
While the genre has evolved in a lot of ways (if you don't believe go back and try to install one of those older games), it has also taken steps backwards in others. I do think that is improving. While a lot of people aren't fans of crowd funding or early access titles, the truth is that they have led to some innovative new titles that may not have seen the light of day otherwise. But even the larger studios are realizing that you can't just repackage WoW with a new setting and get WoW numbers. We're seeing games stretch outside of that box. It doesn't always work out but whether it does or does not, it's good for the industry as a whole.
I don't think the MMORPG is dead by a long shot. If anything the market is larger than ever. It's just a very different market than it was 10-15 years ago. Players have changed. Games have changed to try to appeal to them. There is still a niche for those old school mechanics, and a larger audience than was previously the case to tap into. There's room for developers to take advantage of those niches and have good success. It may not be 10 million player success, but how many games actually get there? Those niches are still larger than the numbers that would have been monstrous 10-15 years ago. And I do think we'll see a lot more of this as some of the crowd funded games start hitting market. There's going to be some duds and horror stories mixed in, of course. But between indie studios with budgets (in some cases massive ones), and larger studios who are now willing to commit to new ideas (love it or hate it, EQ: Next is certainly thinking outside of the box), I think there's some good times ahead. This may be a rough stretch for players, because these games generally take 3-7 years to build. But I do think we're seeing the end of the WoW clone era and we may begin to see a faster stage of evolution.
That having been said, I also think players tend to be too harsh at times with existing titles, because they personally have already grown tired of those mechanics. The Elder Scrolls Online for example, is a game that is often criticized, in part because of the comparisons to the single player games, and in part because players don't feel it offered enough new. Similar feelings were cast upon SWToR, with a lot of people having huge anticipation of a Bioware MMO, and then being disappointed that it wasn't innovative enough. But the truth is, if you take WoW out of the equation and you put those games in a time machine and launched them in 2003 (downgrading the graphics for what was normal at the time) players would have thought they were revolutionary titles. If you had never played an MMO in your life and they were your first game, you'd probably love them. It's tough to innovate, and publishers are typically wary of games that are too far outside of the box. While some players are quick to write off those games as flops, they are still making money. I think the biggest problem is that we, as players, have been there and done that. Veteran MMO players have been through the ringer, and they can see the strings. It makes it tough for us to be content with games, because we are generally harsher critics.
https://www.therepopulation.com - Sci Fi Sandbox.
We were young... we were used to another kind of games and now we havent enought time to waste on playing videogames.
If you want a real mmorpg play eve... you will play a role in a player world.
The rest of the games are just like a work, you dont have freedom, just a clear path to earn levels and gear and some tedious farming via daily quest, daily dungeon ...
We want to be slaves of a world that reject us after the burning crusade. You will enjoy a game when you play it for fun, not for suffering.
MMORPG is not dead, this genre matured in a wrong way. It tries to attract you and bind you giving purple items, easy quests and dungeons so you have the feel of success in your life. But is a fake success. There is no more fun farming for fungus... now, you change your stuff everyday and it's because developers know your brain will release dopamine when you loot a mob and see a purple item. And that dopamine will make you an addict to the easy success and to the game.
i cant imagine wow players farming for three or more days for an item... they would quit or make a ticket to GM, and GM will give the item and a massage.
/bow
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
Yeh ... and probably also not MMO at all.
My comment was a joke, glad you got it.
I don't think its dead persay to those that like the WoW model, just stagnant. Themeparks are what is causing the genre to slowly decay itself, however sandbox mmorpgs are starting to become mainstream again.
I like certain directions the genre has taken, graphics, action combat(Dcuo,AoC) and Fps combat(APB,DFO), however many things have devolved. Since WoW's debut we have gotten mmorpgs with more restrictions, each copying the WoW model with their slight variances whether IP, or some other trival thing. More and more features that were promised on launch are cut and many mmo gamers have become a maurading horde; nomading to and fro each new release in search of something that is actually unique, engaging and fun. This demograph mostly consists of those that tasted old school mmos or have become jaded with the current ones.
Sure we get some cool mmo ideas, but they always fail to deliver. Such as DCUO, APB, Planetside 2, DFO ect, ect. They generally have too many flaws and bad decisions. Indie developers don't have the money or manpower to make their game AAA, but AA A companies don't have the testicular fortitude to make a unique game so we are at a standstill.
Darkfall online is probably my favorite mmorpg since it has so many things I enjoy, full loot, Fps combat, clan warfare and territories, their mount system, housing, but it had some bad flaws as well which hurt the game. Then the company Aventurine decided to make a sequel that is completely inferior.
So many mmorpgs that diverted from the WoW mold could have been good but failed on too many levels. We have to put our faith in shit companies like SoE that ruins franchises and their mmos for an AAA company to make an AAA sandbox title. I don't have much faith in them, but I am still waiting on H1Z1 and EqNext as distant hopes along with others like Starcitizen.
A close to perfect mmo to me would be:
Darkfall online- FPS Combat, clan politics, territory control, mounting system and class system, full loot.
UO-Skills, community, sandbox features full loot. skill cap.
SWG- Community, sandbox features, housing, atmosphere, ability to be whatever you like, crafting.
EVE- Community, economy, full loot, clan battles.
EqNext- Voxel building.
Runescape- Quests, economy.
I wish mmo designers would make their features a little more intricate.
Of course they do.
I think the new online shooter Blizz is making looks pretty good. It is just that few AAA companies want to invest in classical MMOs anymore. It is time for something different.
Great post.
The mere fact that newbies label most of todays games as MMO, or MMORPG is the big problem. When most games are clearly not role playing, or even challenging. It is merely walk thru content.
MMORPG.com is dead... not the genre.
Agreed... They do so with any other topic why not this one? It would be nice to not see a new thread on this every other hour.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
QFT. We were innocent explorers of a new world in a golden age. That age has passed. You are right in that EvE is really the only mmorpg that still harkens back to the old school with its heavy emphasis on player-directed contribution, but I don't want to play that either. I can't put my finger on it, but my guess is I just can't join the grind in pursuit of hollow internet status.
for the record, it ain't dead.
playing WoW since 2004, and quite frankly, people claim mmos are dead since the day world of wacrraft was released.
face it.
you don't like mmos - that does NOT make em dead. not in any way. they are working fine.
"I'll never grow up, never grow up, never grow up! Not me!"
There is no problem. Why can't a genre evolve and cater to another audience?
Most games are clearly not RPing because CRPGs are not about RPing, or at least most audience does not care about true RPing.