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The Future of MMORPGs

Fargo writes: "How often do you get the creators of EverQuest, Asheron's Call, World of Warcraft, Dark Age of Camelot, Star Wars Galaxies, Anarchy Online, and others in the same room together? It happened at the recent Game Developers Conference in San Jose. GameSpy pulled together notes from three days' worth of talks and drew some common conclusions that point toward where the genre is going in the future. A good read if you're interested in where Virtual Worlds are headed."

2 of 220 comments (clear)

  1. What they really need to become. by Xenopax · · Score: 5, Interesting

    The problem with MMORPGs right now is the players can't shape the world. It would be so much fun if players could build cities, destroy cities, take power over a nation, remove a person from power, eliminate an entire species of animal, etc. Sure at times you'll have things unbalanced, but as long as you have methods to rebalance it shouldn't be an issue (like destroying a boulder that stopped a river). Also it would be nice missions involved more than one person. For instance the game could give a high level character a mission that would take too long for him to finish by himself, but he could hire lower level people for a negotiated reward to help him along.

    But like all people on slashdot I only have ideas and no plans to actually implement the crap I think up. ;)

  2. If you build it (well), they will roleplay... by realgone · · Score: 5, Interesting
    Roleplaying Genre needs to focus more on roleplaying

    I'm going to disagree, but not for the reasons you might think.

    The true jump in quality won't come from masses of gamers deciding in unison that, yes, I feel like pretending to be a sweaty dwarf named Argus McGinley of the Axehandle Clan today -- or whatever one's idea of traditional role playing might be.

    Rather, it'll arrive when these online worlds become immersive/enjoyable enough that you don't even have to think about role playing. Not consciously, at any rate. That is to say, as these games evolve and their in-game mechanics grow to be more fluid and natural (instead of the hundreds of little annoyances -- zone loads, clipping bugs, slash commands -- that constantly remind us of a game's limitations), a majority gamers will begin to act more naturally within them.

    Setting influences behavior, in a sense.