well i for one know for sure that this list is backwards, cause second life is easily number 1, cause its entire game is player built, there is no game out there that is 100% player built like second life is.
"Good old City of Heroes. It wouldn’t be a proper list about the “Best ___” in MMOs without this game making an appearance."
Showing your bias much? Sorry but while it was a cool game, stating it belongs in EVERY best ____ list is just plain wrong. There is a reason it doesn't exist anymore.
"Good old City of Heroes. It wouldn’t be a proper list about the “Best ___” in MMOs without this game making an appearance."
Showing your bias much? Sorry but while it was a cool game, stating it belongs in EVERY best ____ list is just plain wrong. There is a reason it doesn't exist anymore.
If you're referring to NCSoft being money grubbing assholes, then yes, there's a reason. Otherwise, no.
However, as much as I loved City of Heroes, I really think lists like these shouldn't include games like CoH and SWG that are no longer running.
Originally posted by trancefate "Good old City of Heroes. It wouldnt be a proper list about the Best ___ in MMOs without this game making an appearance."Showing your bias much? Sorry but while it was a cool game, stating it belongs in EVERY best ____ list is just plain wrong. There is a reason it doesn't exist anymore.
If you're referring to NCSoft being money grubbing assholes, then yes, there's a reason. Otherwise, no.
However, as much as I loved City of Heroes, I really think lists like these shouldn't include games like CoH and SWG that are no longer running.
I can see that. MA was fine in COH but I had issues with it. I think because it gave rewards and xp that it killed the real world. Killed in the sense that people weren't playing those other parts to the same degree as after MA. Should have not added rewards/XP.
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
Neverwinter's foundry is kind of pathetic.. It's chalk full of "Easy exp" "right click a barrel, collect your reward" "Follow this NPC and gain credit for your daily quest" "Easy achievements" "100 mobs locked in a cage", etc., etc. quests..
The ones that avoid that are so few and offer nothing in comparison to the ones built for a purpose that the whole system is a joke..
It depends on what you define as an UGC system. Is it only something apart from the game that you use to design something like a dungeon and includes scripts (what I am calling hard-coded) or is it any sort of way that players can make their own content (soft-coded)?
I can't speak for the Cryptic games on the list since I never played STO nor NWN and when I played CoX it was well before the existence of any UGC system.
However, I think that one of the Cryptic games should have been replaced with SWG because in that game a group of players could build their own cities complete with RPG features such as canteenas that could be operated entirely by player entertainers and crafters. Each type of "class" if you want to call it that had their role and player interactions were absolutely necessary. If CoX made the list, since it is a closed down game, surely SWG should have as well. It was not a 'hard-coded' UGC system like the dungeon makers mentioned in this article, but it was definitely a 'soft-coded one'.
By my defintion, Minecraft should definitely be on that list too.
I agree overall with the list though I think SL should be number 1 and again it is not a 'hard-coded' system like in EQ2 or NWN. It has no real competition for what you can design and script in comparison to what is on offer in other MMOs. If you want to design a drivable Ferrari, you can. If you want to make a death star environment, you can. All of that is done by players for other players, so yeah, everything else sort of pales in comparison.
"Second Life is essentially a giant, social MMO with nearly limitless possibilities."
In the picture you can see avatars dressed like pimps and whores, which reveals the astonishing truth. SL is not a MMO, well we all knew this, but not David apparently.
The parsity and poor showing of the examples on this list shows how underused user generated content is. As it is one of the only answers to content locust munching, the industry clearly needs to focus more time on user modding.
Some will disagree, but I'd have to add Minecraft Multi-player to this list. The better servers can have dozens if not a hundred or more players, and the content certainly is player generated.
All articles in MMORPG.com have personal opinions on it, that's why some like reading that author and others another one. No matter how much imparcial data can be collected, all can be manipulated to justify your own point of view. It's just a matter of choice really.
Personally, I don't agree with this list simply because none of the games listed is appealing to me, but it was a good read nonetheless. I didn't know EQ2 had such complex system for example.
Minecraft is the best way to do user generated content in my opinion. Harvest, build anything from a mud hut to a castle to an underground fortress with a built in computer.
Some say Minecraft isn't an MMO, but there are many Minecraft servers out there with over 100 players.
Surprised I didn't see Ryzom on the list, it was one of the first games I know of that came out with a user content-creation system. Shit, I might just go back and play it again now that I think about it...
V:TMR amd NWN (2002): After you've been spoiled, being able to create skins, models, maps, animations and scripts from scratch, Cryptic's options surely pale in comparison.
APB: The in game character editor and options for vehicle customization, etc., are truly amazing.
SWG: As others have stated above, there's still no comparison.
Minecraft is the best way to do user generated content in my opinion. Harvest, build anything from a mud hut to a castle to an underground fortress with a built in computer.
Some say Minecraft isn't an MMO, but there are many Minecraft servers out there with over 100 players.
Glad I'm not the only one who agrees with Minecraft! Not only what you say, but there are so many mods out there that the variety of things one can do in game is astounding. On top of that, the Adventure mode allows people to create custom adventure maps that are far and away more complex than anything one could make with any other UGC system.
The Ryzom Ring was a great scenario editor; it allowed the creator to play along with people playing, either as a regular player or as an invisible dungeon master.
Alas, Ryzom is still up and running, but the Ring is not. Some of my best times ever were watching people solve my scenarios.
-----MY-TERMS-OF-USE-------------------------------------------------- $OE - eternal enemy of online gaming -We finally WON !!!! 2011 $OE accepted that they have been fired 2005 by the playerbase and closed down ridiculous NGE !!
"There was suppression of speech and all kinds of things between disturbing and fascistic." Raph Koster (parted $OE)
(Barring 2nd life, which offers many freedoms on another level, but lacks the tools for creating a coherent world of your own, from what I know [never really tried it])
I think you missed the one game that truly supported user generated content ( I think more than any of the above) - within the limitations that it is geared towards classical "fantasy settings": Neverwinter NIghts (1). A hallmark in empowering users to create content - online, multiplayer, shareable and customizable. I have yet to see anything like it in terms of empowering the "users".
NWN2? Not really. A bit more graphics but less power to the users and creative souls.
Neverwinter's foundry is kind of pathetic.. It's chalk full of "Easy exp" "right click a barrel, collect your reward" "Follow this NPC and gain credit for your daily quest" "Easy achievements" "100 mobs locked in a cage", etc., etc. quests..
The ones that avoid that are so few and offer nothing in comparison to the ones built for a purpose that the whole system is a joke..
When I played neverwinter around launch I found some excellent, story driven ones that were a blast.
Neverwinter and Star Trek Online both have my favorite UGC systems. Neverwinter Foundry is like playing old school 1st edition pnp modules and the stories in STO are top notch.
I consider NWN more of a modding system like Skyrim and not the same as an MMO UGC system. There is a lot you can do in a single player or limited multi-player game that you can't do in a massively multi-player persistent world. Also the NWN persistent worlds had too many hoops to jump through, both technical and social for me.
Love the player content in both games. It's amazing how well done lo of them are.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Comments
"Good old City of Heroes. It wouldn’t be a proper list about the “Best ___” in MMOs without this game making an appearance."
Showing your bias much? Sorry but while it was a cool game, stating it belongs in EVERY best ____ list is just plain wrong. There is a reason it doesn't exist anymore.
If you're referring to NCSoft being money grubbing assholes, then yes, there's a reason. Otherwise, no.
However, as much as I loved City of Heroes, I really think lists like these shouldn't include games like CoH and SWG that are no longer running.
I think a system like the foundry would do very well in certain MMO´s..... espescially those that are not endgame driven....
GW2 and ESO come in mind...
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
If you're referring to NCSoft being money grubbing assholes, then yes, there's a reason. Otherwise, no.
However, as much as I loved City of Heroes, I really think lists like these shouldn't include games like CoH and SWG that are no longer running.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
What....?
Neverwinter's foundry is kind of pathetic.. It's chalk full of "Easy exp" "right click a barrel, collect your reward" "Follow this NPC and gain credit for your daily quest" "Easy achievements" "100 mobs locked in a cage", etc., etc. quests..
The ones that avoid that are so few and offer nothing in comparison to the ones built for a purpose that the whole system is a joke..
It depends on what you define as an UGC system. Is it only something apart from the game that you use to design something like a dungeon and includes scripts (what I am calling hard-coded) or is it any sort of way that players can make their own content (soft-coded)?
I can't speak for the Cryptic games on the list since I never played STO nor NWN and when I played CoX it was well before the existence of any UGC system.
However, I think that one of the Cryptic games should have been replaced with SWG because in that game a group of players could build their own cities complete with RPG features such as canteenas that could be operated entirely by player entertainers and crafters. Each type of "class" if you want to call it that had their role and player interactions were absolutely necessary. If CoX made the list, since it is a closed down game, surely SWG should have as well. It was not a 'hard-coded' UGC system like the dungeon makers mentioned in this article, but it was definitely a 'soft-coded one'.
By my defintion, Minecraft should definitely be on that list too.
I agree overall with the list though I think SL should be number 1 and again it is not a 'hard-coded' system like in EQ2 or NWN. It has no real competition for what you can design and script in comparison to what is on offer in other MMOs. If you want to design a drivable Ferrari, you can. If you want to make a death star environment, you can. All of that is done by players for other players, so yeah, everything else sort of pales in comparison.
Playing MUDs and MMOs since 1994.
So second lfie that is built from te ground up to allow players to basically create anything and any type of game within the game is number 5 ?
You can basically create anything you want in second life.. yet the other games you listed are basically limited to creating new quests..
I am sorry but SL should be at the top of this list.
"Second Life is essentially a giant, social MMO with nearly limitless possibilities."
In the picture you can see avatars dressed like pimps and whores, which reveals the astonishing truth. SL is not a MMO, well we all knew this, but not David apparently.
The parsity and poor showing of the examples on this list shows how underused user generated content is. As it is one of the only answers to content locust munching, the industry clearly needs to focus more time on user modding.
All articles in MMORPG.com have personal opinions on it, that's why some like reading that author and others another one. No matter how much imparcial data can be collected, all can be manipulated to justify your own point of view. It's just a matter of choice really.
Personally, I don't agree with this list simply because none of the games listed is appealing to me, but it was a good read nonetheless. I didn't know EQ2 had such complex system for example.
Minecraft is the best way to do user generated content in my opinion. Harvest, build anything from a mud hut to a castle to an underground fortress with a built in computer.
Some say Minecraft isn't an MMO, but there are many Minecraft servers out there with over 100 players.
http://gnomophobia.com
.
My list would include:
V:TMR amd NWN (2002):
After you've been spoiled, being able to create skins, models, maps, animations and scripts from scratch, Cryptic's options surely pale in comparison.
APB:
The in game character editor and options for vehicle customization, etc., are truly amazing.
SWG:
As others have stated above, there's still no comparison.
.
The Ryzom Ring was a great scenario editor; it allowed the creator to play along with people playing, either as a regular player or as an invisible dungeon master.
Alas, Ryzom is still up and running, but the Ring is not. Some of my best times ever were watching people solve my scenarios.
------------
2024: 47 years on the Net.
SWG not in the list on top ?
and Ryzom belongson the list too.
-----MY-TERMS-OF-USE--------------------------------------------------
$OE - eternal enemy of online gaming
-We finally WON !!!! 2011 $OE accepted that they have been fired 2005 by the playerbase and closed down ridiculous NGE !!
"There was suppression of speech and all kinds of things between disturbing and fascistic." Raph Koster (parted $OE)
(Barring 2nd life, which offers many freedoms on another level, but lacks the tools for creating a coherent world of your own, from what I know [never really tried it])
I think you missed the one game that truly supported user generated content ( I think more than any of the above) - within the limitations that it is geared towards classical "fantasy settings": Neverwinter NIghts (1). A hallmark in empowering users to create content - online, multiplayer, shareable and customizable. I have yet to see anything like it in terms of empowering the "users".
NWN2? Not really. A bit more graphics but less power to the users and creative souls.
When I played neverwinter around launch I found some excellent, story driven ones that were a blast.
Love the player content in both games. It's amazing how well done lo of them are.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey