[MUD-Dev] Removing the Massively from MMOG (long)

Lost edarkness at gmail.com
Wed Nov 23 08:24:24 New Zealand Daylight Time 2005


On 11/21/05, Jean, Yannick <yannick.jean at cgi.com> wrote:
> On November 18th, Lachek Butalek wrote:

>> One of the selling points of WoW, for example, was that it was
>> balanced and polished enough that you could solo without any
>> major issues - indeed, some reviewers claimed it was "playable as
>> a single player game", and made it sound like a good thing. My
>> question was, why am I paying $14.95/month for a single player
>> game, which only differs majorly from Morrowind in that it
>> features annoying twits running around speaking in l33t?

> How many wildly successful games will be necessary before soloing
> gain the right to be a valid play style in MMORPG ?

> On the subject, I recommend reading Dave Rickey
> (http://feetofclay.us/) "Robot Jesus" article on WoW churn
> rate. Basically, I am submitting the idea that maybe ingame social
> ties are not the end-all be-all of player retention, as previously
> thought.

Finally someone else said it. I've been saying this for years
now. Why do we have to "socialize" in order to be a valid MMO? Since
when is sitting around for hours on end "looking for group" ala FFXI
fun? In my case, I work some odd ours so when I get a chance to play
a game it's during times no one else is really on. So does that mean
I have no right to play that game because I can't group? Somehow I
don't think so.

Also, since the early '80s, I've always wanted a game where the
world is there and you can play in it and if you wanted to hang with
your friends, you could. If you wanted to solo, you could. Yet, the
world evolved, moved on and updated itself with more items, places
to explore, etc. To me, that's what an MMO is...but I think the term
needs to be rewritten for the new generation of games.

-Garv
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