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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Online Gaming - History of MMORPGs
  
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Reid
Posts: 380/558
Originally posted by Kwan
In the future we'll probably get some .hack//SIGN sort of MMO Universe, which will be much more interactive and more fun than sitting at the keyboard.


The day this starts in development the world of gaming will be changed forever. Games will nolonger be a thing we do while sitting and eating chips. We will eventually become the game character. Hmm tweak the .hack// games and make it more like how the anime was for UI and I think we will be set for the new wave. Give it about 5 years.
Kwan
Posts: 1006/1137
For me, social interaction is the first thing I like in MMORPGs. I wouldn't have played RO for as long as I did if I were to play solo, and the like. Gameplay is the second thing I look out for - World of Warcraft excels in this. Plenty of quests, or you can manufacture goods if levelling continiously isn't your thing, there is just so much stuff to do in the game. Fairyland was fun because you could manufacture things, and mainly do things without having to be in front of the computer to do it (You made things in batches until you ran out of materials, or durability on the tool ran out, or just plain maxed weight.)

In the future we'll probably get some .hack//SIGN sort of MMO Universe, which will be much more interactive and more fun than sitting at the keyboard.
Xeolord
Posts: 900/3418
I think it would be cool to control a party, rather than a character in future MMORPG's.

Sure, you can have multiple characters on an account, but I'm talking about being able to control more than one person at a time during gameplay.

But more than likely there's already games like that out, seeing as how I'm pretty new to MMORPG's.
Colin
Posts: 5995/11302
There were quite a few MMORPG's discussed in the late 90's that would be player-driven worlds.

I never saw any of them released.

I think that the core gameplay will stay intact, but there has to be MORE to do. Some games (like WoW) have a ton of stuff to do, and at least you can play through the game a few times to try out the different classes and races. That's a step in the right direction. No matter how much influence the players themselves end up having over a game, it HAS to be in-depth and replayable.

MMORPG's are unique in the sense that graphics aren't what primarily draw gamers to the online words - gameplay does. That's going to be key in a few years, because you can't just toss out the most realistic environments out there and have a hollow game underneath it all.
skror
Posts: 1/1
Just got done reading an article about the history of mmorpgs, http://www.gamergod.com/article_display.cfm?article_id=172 and it got me to wondering just what a 3rd generation MMORPG will consist of. What more can developers give us to do in a game besides crafting/combat? Player-made worlds? How can developers handle thousands of players creating on one world? 10 years from now, what will be different other than fancier graphics? Will it be virtual reality type worlds?
Acmlm's Board - I2 Archive - Online Gaming - History of MMORPGs


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