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What Makes Online Worlds Fun To Explore?

Thanks to IGN RPGVault for their roundtable discussion on building satisfying MMORPG worlds. Rick Priestley from the forthcoming Warhammer Online argues that "There's no point in having a huge world if it's empty. Better to have a smaller, well-realized one with plenty of activity and player density", going on to voice "concerns with the idea that you should give large areas of the gameplay over to the players - building houses, raising taxes, leveling cities and so on", lest "anarchy" ensue. However, Gordon Walton from Sony Online addresses "lack of [graphical] richness", arguing that the "...primary business challenge we face with art is that the costs for first-class art continue to rise faster than our market is expanding, and that MMOGs require tremendously more art assets than the vast majority of standalone games."

2 of 42 comments (clear)

  1. Hmm... by NanoGator · · Score: 3, Insightful

    Personally, what interests me about MMORPG games is interaction with other people. I would love for a GTA based massively multiplayer game. Heh I get a smile on my face just imagining some of the mischief I can get into. That's what I used to do with Quake. Play little games with other people's minds. It was always fun making the other guy go "Son of a bitch!"

    It seems to me that anything you can do to create a game where the humans are allowed to be human puts it on the right track. Pity they took the flipoff button out in Quake 3.

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  2. muds as an example by deemah · · Score: 3, Insightful

    So graphics are what make MMORPGs interesting? Nonsense. MUDs/MUSHes/MOOs have been running for years with little more than the classic text adventure console style and are _still_ hugely popular. Of course, being for the most part free to play might have an additional acctraction.

    The whole point of the genre must be player-player interaction - if a world is so large and sparse that my character wanders in a wilderness for vast hours of gameplay, i'm not getting the experience i've paid for.

    Adding player-built features is a great way to hike up the amount of player interaction, as is the simpler introduction of player killing ( even with the associated possibility of abuse ).

    In summary, I'd rather enjoy a text-based adventure than be bored of looking at pretty pictures.

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