Slashdot Mirror


Making An MMOG For The Masses

Thanks to GameSpy for their article exploring whether massively multiplayer games can ever break into the mainstream. The piece starts by contrasting EverQuest's 460,000 subscribers with other media, saying: "What EverQuest is not, however, is a mass-market success. J.K. Rowling sold over nine million copies of Harry Potter and the Order of the Phoenix this summer. Michael Jackson sold 25 million copies of 'Thriller.'" It goes on to analyze mass-market MMOG attempts such as the still-profitable, but disappointing The Sims Online, which Sims creator Will Wright says "...was the poster child for massively multiplayer games going wrong with the mass market", and Richard Garriott also comments: "...though the high concept was fabulous, [The Sims Online] suffocated under its own development weight."

45 comments

  1. The masses ... by vasqzr · · Score: 1


    The masses are not going to sit around and play MMORPG's all day, and shut out the rest of the world.

    But then again, nobody would have thought in 1910 that the nation would be a land of overweight couch potatos either.

    1. Re:The masses ... by KDan · · Score: 1

      They will, once the MMORPG's are Better Than Life.

      Daniel

      --
      Carpe Diem
    2. Re:The masses ... by whorfin · · Score: 4, Insightful

      I think that you're correct that it won't happen.

      I'm no head-shrinker, but it appears to me that playing an MMORPG, at least as it has been defined so far, requires somewhat of an obsessive-compulsive personality. Yes, I've played them...UO, EQ, AC, DaoC...It is simply not a casual experience, and although people who play them appear to get some sort of satisfaction, I wouldn't call them 'entertaining' or 'fun'. They demand dedication and endurance to participate even partially.

      Take for example Star Trek, another piece of popular media that has attracted the obsessive (go to a convention to verify my assertion). Star Trek can be enjoyed by a casual participant (My mother), but also has provided a fertile ground for an astonishing array of fan community participation (fan porn stories..both gay and straight, conventions, the klingon alphabet, you name it)

      With Star Trek, the difference is that the provided experience is the same for everybody, designed for casual consumption, and people do with it what they will. With MMORPG, the provided experience is targeted at the most dedicated fans, and most sane people simply don't have the level of interest required to keep up with what that requires. I cannot imagine my mother (or myself) watching Star Trek if she had to wear some pointy ears or glue something to her forehead to successfully watch it.

      --
      Laugh while you can, monkey-boy!
    3. Re:The masses ... by ProgrammerCat · · Score: 1

      Make a MMORPG that's better than anything you can possibly get on TV (lots and lots and lots of sex and violence), add ubiquitous broadband, and you'll probably get a good-sized chunk of "the masses".

      Remember Barnum: there's a sucker born every minute.

      --
      *meow!*
    4. Re:The masses ... by ThrasherTT · · Score: 1

      Star Trek...fan porn stories

      I'm now officially scared.

      --

      All Your Memory Are Belong To Java
    5. Re:The masses ... by harrkev · · Score: 1

      I don't think that you quite have it. It is all about the value.

      For a fixed amount (say, $10/month), you get all-you-can-eat online gaming. If you are on 100 hours/month (possible for some people), then that is $0.10/hour. This is a decidedly good deal for entertainment.

      Somebody like me, who would like to play something like EverCrack, cannot spend much time on something like this due to obligations (wife, 2 children, work, church, household repairs, etc.). I might be able to play around 5 hours/month. It does not seem worth $2.00/hour.

      Now, if they offered a different rate structure, then things might be different! How about this as a plan:

      $1.00 - flat rate for account maintenance.
      $0.25 - per hour of actual use.
      $10.00 - Max amount that you have to pay.

      This means that if you play for eight hours, your bill is $3.00. If you play for 36 hours or more, your bill is $10.

      This might help to breathe a little life into the genre.

      --
      "-1 Troll" is the apparently the same as "-1 I disagree with you."
    6. Re:The masses ... by Anonymous Coward · · Score: 0

      Add in automatic $1 discounts for every time you find a bug that has been in the game longer than a month, and I think you've really got something there. :)

    7. Re:The masses ... by whorfin · · Score: 1

      But I would argue that the price is not the problem.

      Think sports. To go see a game, people pay $30+ for a couple hours of entertainment. These couple of hours are typically just as enjoyable by the people who go once or twice a year as they are for the people who go all the time. In fact, they are probably more enjoyable for the occasional participant, because it's a special occasion.

      I could not imagine playing an MMRPG for a couple hours a week. with that, you just get the drudge, since it takes so long to get to any 'good stuff'.

      What you describe wanting is an environment where one can be a 'tourist' in one of these MM Worlds. You fly in with equal or superior skills to the 'locals', can enjoy the best that their culture has to offer, and flit back home to the wife, kids, and job.

      --
      Laugh while you can, monkey-boy!
  2. BattleMaster by arunarunarun · · Score: 2, Interesting

    I ran across this game, BatleMaster, a while back. It's a light-weight online RPG - you just log in once or twice a day, and play for 15 minutes, max. Fun, and quite addictive.

    Takes a little getting used to, so stick it out for at least a few days, and you'll be hooked.

    1. Re:BattleMaster by Anonymous Coward · · Score: 0
      Remember - we will send an e-mail with your activation code to the address above. Please make sure it is working.

      Grrr. I have to make another yahoo.com account just to play.

    2. Re:BattleMaster by Anonymous Coward · · Score: 1, Funny

      Yeah, that looks like a lot of fun. Except for the fact that the realms are all saying things like "we are closed and eagerly kicking out newcomers" and "there's no important positions available".

      Sounds like a friendly bunch.

  3. A 'mog for the masses by Anonymous Coward · · Score: 0

    Click here to see such a mog.

  4. Holy ridiculous comparisons Batman! by Andy+Smith · · Score: 3, Insightful
    What EverQuest is not, however, is a mass-market success. J.K. Rowling sold over nine million copies of Harry Potter and the Order of the Phoenix this summer. Michael Jackson sold 25 million copies of 'Thriller.'
    By this rationale 99.9% of books and albums are mass-market failures.

    Harry Potter and Thriller are extreme examples of successful products. Most books/albums don't sell as many copies.

    I'm not going to research this but just for the sake of argument, let's say EverQuest sold half a million copies at $40 per copy. That's $20m. Monthly subscription is $10 approx isn't it? So those 460,000 subscribers are paying $4.6m per month. For one year that's a total of $75.2m.

    The majority of movies would be lucky to make that much money from ticket sales, sell-through and TV rights combined. I'd be surprised if any book has ever made that much.
    1. Re:Holy ridiculous comparisons Batman! by gmhowell · · Score: 1

      Harry Potter and Order of the Phoenix sold nine million copies. Multiply by $15 per copy (it's hardback only so far) and you are at $135 million dollars. Well, I guess at least one book has made at least that much.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    2. Re:Holy ridiculous comparisons Batman! by Doctor+Cat · · Score: 1

      The vast majority of books and albums ARE mass market failures. They're both hit-driven businesses. In the book business in particular, the majority of books lose money for the publisher, but the few best-sellers make enough money to make up for it and make the publisher a net profit (hopefully). I don't know if the many poor-selling albums also lose money or if they cover their costs - wouldn't surprise me if they lose money on those too, though.

      --

      Furcadia - A free online game with user created content, DragonSpeak scripting, & more.

    3. Re:Holy ridiculous comparisons Batman! by Anonymous Coward · · Score: 0

      uh, same thing with the gaming industry. average selling titles lose money. so comparing EQ (a runaway hit) to the average movie or book is just as silly as comparing it only to Harry Potter.

  5. Why you'll never get me to play MMO Anything... by lunarscape · · Score: 0

    MMOGs are always open to cheating. Someone is cheating in an MMOG as I write this, and there is nothing anyone (except for the game's administrators) can do about it. If I want to play a game against (or with) other people, I'll go over a friend's house. If he cheats, I can always throw a controller at him.

  6. Technically... by Palshife · · Score: 1

    Aren't all MMOG's "for the massess" by definition? ;)

    --
    Attention deficit disorder is a complicated issue, spanning several major... HEY LET'S GO RIDE BIKES!
    1. Re:Technically... by theghost · · Score: 1

      No. "Massively Multiplayer Online Game" refers to its capabilities (or at least its aspirations) not its target audience. It essentially means that there is no set limit for how many people can play the "same" game at the same time. (blah blah there actually are limits blah blah)

      "For the masses" means that average Joes and Janes should find the product appealing. The masses want to see the Lord of the Rings and Star Wars movies. The masses do not want to spend several hours each week pretending to be in them.

      The Sims Online is the only one that has even halfheartedly attempted to appeal to the masses, and they failed bad.

      (Notice what you get when you remove the 'm' from masses and you'll get an idea about what the people who make mass-market stuff think of their target audience - just another ass in a chair.)

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
    2. Re:Technically... by Palshife · · Score: 1

      My point was, when you design a game to support thousands of players, you usually do it in a way that will attract thousands of players. MMOGs usually do not take the kind of design risks that make things like "Star Wars" and "Lord of the Rings" fantastic for some, okay for others.

      So basically, MMOGs are made to be lowest common denominator (from many aspects) to attract subscribers. Otherwise they'd boutique design it so that 4 people in the world that think it's brilliant play it until the end of time.

      --
      Attention deficit disorder is a complicated issue, spanning several major... HEY LET'S GO RIDE BIKES!
    3. Re:Technically... by theghost · · Score: 1

      Even a boutique design easily has the potential to attract thousands of regular players. They want millions of people to try it and hundreds of thousands to stick with it. Mass appeal would be tens of millions trying and millions playing regularly.

      In a certain sense, i'm sure you're right that these games are made for the lowest comon denominator. It's just that it's the LCD for their target audience, and right now that target audience is relatively narrow. When they really do go for mass market appeal, you'll see the games get a whole lot dumber than they are now. The lowest common denominator there is a lot lower.

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
  7. comparing apples to oranges. by millia · · Score: 2, Insightful

    yes, compared to harry potter, MMOG is small. but comparing a one-shot gaming purchase (ala the sims offline) to harry potter sales is a different story.

    for MMOG usage, it would be more useful to compare it to cable pay channel subscriptions, or something similar. they even use the same word, churn, to describe the turnover of subscribers.

    at least with cable tv, (and i can't speak authoritatively for the current market with dish tv etc.) there used to a certain point at which the growth curve would basically almost flatten for pay services, and then you would just watch *who* was subscribed change- churn.

    there is always going to be that psychological barrier to monthly service cost, i think. it somehow seems more of a fact than paying a once yearly fee, ala the xbox live setup.

    furthering the difficulty of comparison is the fact that new MMOGs do come out further diluting the percentages. and you're also competing with the market for the largest MMOG setup there is, live chat in myriad guises. (and for some people it's even a RPG. heh)

    all in all, especially when you take into account the top level of subscribership that exists in places like Korea, i would think the market is pretty healthy, and even if it doesn't double, it's still pretty substantial for interactive entertainment.

    --
    stored on computers from birth to the grave
  8. Poor comparison by (trb001) · · Score: 2, Insightful

    There are more than a few problems with comparing books/CDs/games, but here are a few...

    1) People like convenience. Pick it up, put it down, easy access, portable. CDs and books qualify under all of these, games decidedly don't.

    2) People have such differing social desires at different times. I may want to play a single player game now, a MUD/Massively Multiplayer game later, then finish off with some PvP Starcraft with my roommate. Music and movies offer this kind of multilateral socialism, a single game usually doesn't.

    3) Access...let's face it, computers are still pricey and not widely available. A CD (as outrageously priced as they are) is less than half of a new game, not including the monthly subscription that comes with many commercial MMORPGs. A book is similar. Both have user interfaces that an 8 year old can figure out on his first attempt. Computers aren't like that.

    It's an unfair comparison. Though, I will say, I played the Sims Online for about 3 months and thought that with a few tweaks it would be the closest thing we had to a universally accepted game. It drew it guys, girls, kids, adults, seniors. Something for everyone, from decorating to competition to sociallizing. It just got old eventually, and I'm not sure I could suggest what they needed to add.

    MMORPGs are more problematic because developers inherently want a theme and a role for the character to play, but in doing so they alienate a good portion of the population.

    --trb

  9. Level the field by Allaran · · Score: 1

    I think one of the key reasons that most MMOGs do not appeal to larger audiences is that, as someone else has said, they require too much time to be enjoyed. When I played EverQuest, if I only spent a few hours a month, my character did not develop enough to where I could explore new areas, see new creatures etc. Consequently, it was not worth the monthly subscription.

    However, if one were designed such that the time spent was not as critical for the enjoyment of the game, I would expect it to appeal to a larger audience. I thought The Sims Online would do this, but unfortunately from what I hear, the game wasn't that fun regardless of whether you spent minutes or days playing.

    I for one am quite interested to see what URU (Myst Online) will be like, as the description implies there is no sense of being "better" than any other player other than just having explored more and solved more puzzles. Granted that will not appeal to everyone, but it may make it more attractive to players who can only spend a few hours per week.

  10. what will it take? by bigbigbison · · Score: 1

    I'm not sure what it will take. I get the feeling that for the casual gamer, upgrading and buying new games isn't a big attraction. My dad still happily plays Civ2 every night. He knows Civ3 is out but simply has no interest in buying the new one. So to buy into something like a MMOG it has to be instantly obvious why it is better than what they already have.

    I'm a pretty hardcore gamer and I still haven't even tried one of these MMOG's. WHile I'm sure that the experience is rewarding, there just isn't enough emphasis there to make it seem like something I want to buy. So if you can't interest a hardcore gamer like me to buy your product, how can you expect to interest the casual gamer?

    The selling point of the Sims Online seemed to be "Its the Sims, but online!" which just doesn't seem to be enough of a difference to me. The idea of interacting with real people doesn't seem that big of a draw in that game.It is going to take something with a big "wow" factor to make MMOG's seem worthwhile.

    Another thing that I would think is scaring people away is the fact that you have to pay every month. It seems like it would take a lot of playing time to get your money's worth in one of these games. Also I feel that the casual gamer thinks, "There are lots of games I only have to pay for once, why should I buy this one and pay every month?" SO this is an issue of public perception. Again, it is going to take a "wow" factor to win people over.

    What is that wow factor? I have no idea. A lot of people have been thinking about this a lot more than I. But I look forward to what they come up with.

    --
    http://www.popularculturegaming.com -- my blog about the culture of videogame players
  11. The Real MMRPG by Sephiro444 · · Score: 1

    I highly doubt MMORPGs as a genre will ever appeal to the mass market (unless the definition of an MMORPG changes radically) --

    The idea of a game which requires you to spend countless hours with only moderate rewards in order to progress your avatar slowly along a path with no real end whilst building useful skills and friends along the way, that reminds me of another "MM-RPG" the mass markets already engage in droves: Real Life!

  12. Who can afford a monthly fee for games? by kabocox · · Score: 1

    At one point in time, I'd have been known as a hardcore gamer. Know I'm barely a casual gamer. Its mainly for 2 reasons time & money. I spent a little bit of money picking up most of the FF series for PS. I have Starcraft, Diablo, Warcraft II, Civ III, MOO II, & MOO 3. I've played demo's of newer games such as Wolfestien and C&C Generals. I have to face it. I suck at FPS. The graphics have improved greatly over Q2 & Q3, but I still suck. I'm sorry there is little ID can do other than make the game cheat in my favor to make me better.
    Now RPGs & RTS games I'm fairly decent at. Of those listed, StarCraft & MO II would most likly be the ones that I play most often. Civ III was o.k. but it just got way to time consuming. MOO 3 is o.k. but I had to force myself to like it. After getting burnt like that I'm after computer games for awhile.
    I can't afford a monthly subscription. I also can't afford to spend 4 hrs. every night playing a game. Actually I can spend that amount of time, but I'd like alot more immediate bonuses rather than knowning eventually my character will be stronger. FFX was really good at letting you max out stats, but along the way my wife & I had alot of fun. Those though monsters got easier & easier to kill. Of course you eventually get to a point where everything is too easy to kill and all your stats are at 255.

    1. Re:Who can afford a monthly fee for games? by realdpk · · Score: 1

      I do not know anyone who owns a computer capable of playing these games, that cannot afford $10-15/month.

      Time-wise, however, is a completely different story, and I'd agree. I don't have the time or the energy to devote to a MMORPG like I used to (I had a character on Everquest with over 90 *days* playtime. I know that's not "hardcore", but that is still a lot of time). More importantly, after seeing how many bugs the game had (mostly in quests), and seeing that none of them were fixed after repeated /bug reports, I have little patience any more when I run across bugs in newer games.

  13. "Mass-Market" means "Fun for Casual Players" by Snowmit · · Score: 1

    And right now, most MMORPGS aren't very fun if you play them casually. Casual players don't play very much and want games they can pop into and out of. MMORPGS as they are now are not at all friendly to that kind of player.

    For one thing, it takes a significant investment of time to move up from stabbing rabbits or whatever to doing anything remotely interesting. What's up with that? Why should I have invest ten hours in a game before I can start having fun? I want to have fun right now. Even if it's cosmetic, at leat make my first enemies *look* impressive*.

    Secondly, MMORPGS give an unreasonably huge advantage to people who play a lot. Because your bonuses are cumulative, the more you play the more powerful you are and the more of a disadvantage new players will have. A level 40 wizard has nothing to fear from level 1 thief.

    Consider the difference between that and games like Soul Caliber or Quake: in those games, people who play a lot will be more skilled, but even ((insert name of best player in the world)) gets killed by a rocket launcher weilded by a newb sometimes. There is still an advantage to playing more but it's not overwhelming.

    I guess the question that MMO game designers have to decide is "What's more important about MMO games? The persistence or the fact that so many other people are playing?" If it's the former, then they'll never be casual games. If it's the latter, then maybe someone will start making MMO games that get reset every X period of time. Or games that feature persistent relationships but don't give cumulative advantages to the players. Or games that scale the advantage down as you get to higher levels.

    Maybe Uru will be the one that breaks the mold.

    --
    I have a lot of opinions about Cyborgs and Architects
  14. They need a system as portrayed in .HACK by jameskojiro · · Score: 0

    If they can get MMORPG's to that level i don't think anyone would log out and that woulf be by choice!

    Oh, please Take me back to the land....

    CC Corp please make this soon!

    Awaiting pluto's kiss in December...

    --
    Tsukasa: All I really want, is to be left alone...
  15. MOD PARENT UP by Anonymous Coward · · Score: 0

    Thanks for the laugh... damn I wish i had mod points. That's not a troll, it's FUCKING HILARIOUS.

  16. Sims Online and the /. crowd by scumbucket · · Score: 0

    Whatever happened to the sims online house that Taco and some of the other /. editors were working on? I remember reading something about it way back around the first of the year......

    --
    CMDRTACO CHECK YOUR EMAIL!
    1. Re:Sims Online and the /. crowd by AceM2 · · Score: 1

      Maybe they realized how much The Sims Online sucks ;P

  17. It's the subscription fees by Anonymous Coward · · Score: 0

    I've seen many people pick up a copy of everquest at the local computer store and read the back... After asking about the monthly fee they commented on how stupid it was to buy the game then pay a monthly fee just to play it they placed it back on the shelf. We sold no copies of that

  18. what is the mainstream? by fireduck · · Score: 2, Interesting

    It's odd that an article, discussing how MMORPGs haven't penetrated the mainstream, fails to mention the single most popular MMORPG ever, Lineage. Granted, it's not western mainstream, but a game with over 4 million active subscribers is no longer a fringe game. That's a subscriber base that clearly qualifies as a success. As mentioned in the previous link, in Korea the game commands 47% of the market share. I doubt (m)any books, movies, or TV shows can claim that.

    What's really odd is that they even mention NC Soft and their billing methods for an upcoming game. But no mention of the game that has a subscriber base an order of magnitude larger than Everquest... guess that would go against the hypothesis and require an actual analysis of how and why the Korean market is different than the western/American market.

  19. Reasons masses don't want MMOG by Experiment+626 · · Score: 2, Insightful

    I can think of lots of reasons EQ-style games don't enjoy wider appeal...

    • Barriers to entry - Not only do you have to buy the game like you do with other games, but you have to sign up for an account, provide a credit card or game card, etc. Sure, they may offer the first month free, but it's still much harder to just to check out what the game is about than other games.
    • Double dipping - People don't like to have to pay for the game, pay for the expansions, AND pay a monthly fee.
    • Monthly fee - These fees really discourage casual players. $13 is nothing to someone with a 200 hour a month EQ habit (they probably pay double this just for a second account) but if you only play a game a couple times a month, each gaming session costs you a lot more.
    • Time requirements - To hold your own in the end game of EQ... finish quests, do raids, gain xp takes a huge amount of time. People who play for 8 hours or more every day are not uncommon at this level. The masses certainly aren't going to devote this kind of time to a game, so they are stuck as perma-newbies.
    • Time sinks - Everything in MMOGs seems to take so long. Getting from point A to point B can take an hour. A raid might tie up an evening, and then only a few people present even get anything out of it. "Camping" a particularly rare creature or item could take a week or more of diligent effort.
    • Overhead - When I play a single player game and something in RL happens, I hit save, quit, and then come back and pick up where I left off later. In EQ, you might spend an hour looking for group, another hour getting there, waiting on other members, finding a good spot, or whatever, and then at the end of the session half an hour or so to deal with finding a replacement, divvying up loot, or whatever. If you have less than four hours to play (which casual players always will) you may not accomplish enough to justify even trying. You can't pause the game, and if you spend too much time going AFK or logging off suddenly when you're the only cleric in the zone, your reputation will suffer, just for having a life.
    • Culture - There is a lot to learn to play these games well. Maps, spells, strategies, quests, even a whole language of jargon. "A sk just trained us in KD then ninja'd the bp off of AoW." To a player, such a thing would be scandalous, to the masses, gibberish.
    • Dynamic nature - The fact that things are always happening on the game is both its greatest and worst attribute. Greatest because it is always fresh and new. Worst because you miss things when you don't play, and if you don't play much you miss too much to bother. Because you have to do enough to keep pace with the people you enjoy playing with or get left behind. Because you can't just install expansions and play them at whatever pace you want without serious problems... the world moves on and changes, with or without you reaping the benefits.

    I could ramble on, but I think I've made my point. For people with a lot of time, few interruptions, a good attention span, and a desire for a strongly immersive game, MMOG are good. But for the masses, I don't see one gaining that much appeal, unless it deviates drastically from the EQ formula for success.

    1. Re:Reasons masses don't want MMOG by ssand · · Score: 1

      For casual Gaming, I've found that there is an older MMOG that allows decent play for little time. The Realm Online has combinations for it. With a huge expansion of levels, a level doesn't take too long to get, so a casual gamer can grab one or two and log for the day. Secondly, powerful weapons aren't extremely rare, but there are some rare ones. Logging when needed requires little effort, as does other aspects of the game. While a hardcore gamer may consider some of these flaws to a system, it helps balance out the feeling that casual gamers are out of place.

  20. What they really want... by Doctor+Cat · · Score: 1
    I think perhaps the biggest part of the difference between the hardcore gamer and "the masses" is the role that goals play in their entertainment. The gamers tend to be very goal oriented, eager to find out the best ways to improve their chances of "winning" or of getting more gold, etc. Casual gamers might like a little bit of "keeping score" but nothing too serious - when they're playing Spades or Hearts (still two of the very most-played online games to this day, if you check the numbers), many of them are more interested in the chatting and socializing than in the gameplay. A goal that's too strongly built into the fabric of the game reality, or too compelling, can cause people to focus on the goals to the point of being anti-social. What we're trying to do in our game (Furcadia) is to give people multiple things they *can* try to shoot for, so it's not "just a graphic chat room", but nothing so overbearing as in the EQ/UO/etc. hack and slash games. I think The Sims Online got a little too goal-oriented, and made money too hard to get. And limiting houses to 20 players interacting at once is a big social barrier too.

    Because let's not miss an important fact here - socializing is the number one leisure activity humans want. If your hardcore gamers focus on levelling to the point where they're not fun to chat with, or will only chat about in-game things, that'll turn the average person off to socializing in that environment. Reality check on the numbers - last time I checked (years ago, admittedly), people spent around $10 billion each on electronic games and on movies a year, around $20 billion on radio and newspapers, around $40 billion on television... And something like $160 billion on talking to each other on the telephone.

    Socializing is what people want most, and the first online game to get it right will make big money. Voice chat, video chat, build in messaging systems competitive with the best pagers and email programs, put in spectator modes, an attention economy, etc. etc. If you're working on a game to compete with mine though, please pretend you didn't hear any of that. *wink*

    --

    Furcadia - A free online game with user created content, DragonSpeak scripting, & more.

  21. Re:I don't know where to begin. I hate you all. by aurum42 · · Score: 0

    That was hilarious..however it doesn't really ring true, you should polish it up a bit :-)

    --
    "The slave who knows his master's will and does not get ready...will be be beaten with many blows."Luke 12:47-48
  22. Remember Planetarion? by Xarius · · Score: 1

    Planetarion was my favourite game some three years back, I loved it. Then at about round 5 they decided charging was obligatory and users tapered off. The model they used to use, where paying was optional and gave loads of cushty features, worked famously.

    Oh well... Nostalgia. I for one love MMOGs, especially MMORPGs--but don't devote my life to them...

    --
    C17H21NO4
  23. The Sims Online by QuantumG · · Score: 1

    Take the most important part of the (non-multiplayer) game and remove it. Gee, our product isn't selling, I wonder why? People play The Sims because you get to tell little people with their own thoughts and feelings what to do. The Sims Online version embodies the player in the sim removing the mental distinction between telling a little person what to do vs telling an avatar, that represents you what to do. It's pretty hard to imagine how much stress and infighting went on a Maxis to make them forget about this little issue.

    --
    How we know is more important than what we know.
  24. Re:I don't know where to begin. I hate you all. by Anonymous Coward · · Score: 0

    What state and city are you in? I think I know this girl.