I think maybe new MMO developers are thinking on a higher level than most players. Â Specifically, players like to say things like, "I want an interactive world where the decisions I make matter and affect the game!"
On the other hand, that means all the other players can also make decisions and affect the game. Â And we know what other players are like. Â So do game developers. Â I think that, and the EVE experiment, is kind of why so many big name developers of games know better than to give the players that kind of interventionalist power. Â They know gamers, particularly the ones who are apt to pour days at a time into playing for the tiniest statistical boost, have a high dick-to-mentor level. Â Essentially, if it's possible for someone to ruin someone else's gaming experience, it's going to happen.
What they should probably go for is something that seems to live and breathe without players, something that makes us part of the food chain instead of its sole top layer. Â It's just hard to do because that takes a lot of development and a very old-school approach to design. Â It just isn't something that's been done (or seems to be in development) in the current crop of MMORPGs.
I'm not sure it's the lack of technology at this point as much as it's just a market that doesn't really get tapped. Â I can think of a few ways off the top of my head that an MMORPG could be much more entertaining by not focusing on progression PVE or PVP. Â Unfortunately, I design health care facilities for a living.
It just seems like modern developers are caught in a rut and missing the obvious and intelligent solutions.
On the other hand, that means all the other players can also make decisions and affect the game. Â And we know what other players are like. Â So do game developers. Â I think that, and the EVE experiment, is kind of why so many big name developers of games know better than to give the players that kind of interventionalist power. Â They know gamers, particularly the ones who are apt to pour days at a time into playing for the tiniest statistical boost, have a high dick-to-mentor level. Â Essentially, if it's possible for someone to ruin someone else's gaming experience, it's going to happen.
What they should probably go for is something that seems to live and breathe without players, something that makes us part of the food chain instead of its sole top layer. Â It's just hard to do because that takes a lot of development and a very old-school approach to design. Â It just isn't something that's been done (or seems to be in development) in the current crop of MMORPGs.
I'm not sure it's the lack of technology at this point as much as it's just a market that doesn't really get tapped. Â I can think of a few ways off the top of my head that an MMORPG could be much more entertaining by not focusing on progression PVE or PVP. Â Unfortunately, I design health care facilities for a living.
It just seems like modern developers are caught in a rut and missing the obvious and intelligent solutions.