The Trouble with MMORPGs
jasoncart writes "The trouble with MMORPGs is a humorous account of one gamer's struggle to find and assume his place in the rapidly evolving societies which form a part of the online RPG explosion. Ultimately, it is also a lament for the loss of direction that is the scourge of the genre."
Simply put, MMORPGs are years behind MUDs. MMORPGs these days are glorified versions of Diablo. Even the most trade skill savvy MUDs really have just reduced trade skills into a Diablo equivalent... press this button so many times and win a prize. MMORPGs do not have consistent or coherent worlds. They rely purely upon addictive game mechanics and social communities built within the game to thrive. Personally, I went through the stage where I tried out addiction and found it to be less then enjoyable once I stepped back and realized how utterly boring these games were.
These days, I stick to MUDs. MUDs are light years ahead of MMORPGs. For instance, the MUD I normally play, ArmageddonMUD http://www.armageddon.org/ has a coherent world, enforced RP, and permanent death. No MMORPG comes even close to this. The game is NOT built around slaughtering thousands of NPCs. Just like in real life, it will only get you dead.
The day that MMORPGs will become worth while is when they find a formula other then pure addiction to keep people active. I think A Tale in the Desert is a great leap forward. Combining that sort of game play in with traditional action and adventure is where I believe it is at.
Personally, I will go back to MMORPGs the second one manages to pull off true permanent death. MUDs have been able to pull it off and keep the game enjoyable, yet MMORPGs have not even been able to make the effort. Permanent death forces the game world to be coherent and for combat to less then mindless. I think that we have many years to come before MMORPGs can pull off what MUDs have already done.