[MUD-Dev] The Future of MMOGs... what's next? (fwd)
Fri Jun 14 15:58:22 New Zealand Standard Time 2002
From: Zach Collins (Siege)
> Compare and contrast:
> Single-player RPGs by the dozens and hundreds.
> Pen and paper RPGs by the handful and bucket-load.
> Strategy games, both sand-table wargames and computer RTSes.
> Team-based games, such as CounterStrike or Team Fortress.
> Any other form of game where playing a role and/or tactical
> (not just strategical) planning are important.
> Find me an MMOG that provides the depth of in-character activity
> provided by playing D&D, the depth of plot or world to offer any
> player the ability to change their environment significantly, the
> kind of rules that provide for best success from in-depth tactics,
> the ability to chat while otherwise actively doing things, and
> still offers only a moderate learning curve.
> I'll probably have to go back to D&D, Dark Reign, CounterStrike,
> and social mudding to find the specialised bits that still haven't
> been brought coherently together in MMOGs.
Well, uh, sure. And you're not going to find each of those elements
to that level in all four games you cited, either. Let's not set the
bar too high right from the get-go. :P Most text muds don't get
anywhere near offering that level of gameplay either. For that
matter, most games within a given one of those categories don't
offer that level of play either.
I think there's many who would argue that EQ, for example, does
demand a very high level of team coordination and tactics. Or that,
say, Shattered Galaxy has with it most all the standard tactics of a
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