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MMOFPS Games The Next Big Thing?

GameOgre writes "Despite a few lackluster attempts at a major MMOFPS like PlanetSide and now (in some ways) Star Wars Galaxies, could the MMOFPS genre one day rival MMORPGs in popularity and become the next big thing in MMO gaming?" From the article: "Imagine the possibilities of the MMOFPS genre for a second. Instead of going through the tired old tread mill of generic missions and level grinding, blast through a combination of other players and intelligent bots on a massive scale. There would be no rooms or lobbies that you have to scan through to find a vacancy, but one persistent world. The game would be as simple as an FPS but would have enough depth to keep you coming back. You would also not be able to camp a certain monster for treasure, because their would be no monster or treasure." The big issue I see here is pricing. The monthly fee for Planetside is just too high for what they offer.

80 comments

  1. Lag? by ClamIAm · · Score: 1

    My take here is that having large-scale FPS battles still requires a LAN. Sure, it would kick nearly infinite amounts of ass to have an online FPS war with several hundred people, but the latency issue would be huge. Huxley looks pretty cool, though.

    1. Re:Lag? by shoptroll · · Score: 1

      Given that Unreal Engine 3 supports streaming of levels, I don't think this will be much of an issue a few years down the road. That and the increasing amount of high-speed internet users, will help. There's gonna come a point where 56k modems aren't going to cut it for anything.

      --
      Insert Sig Here
    2. Re:Lag? by Geoffreyerffoeg · · Score: 1

      My take here is that having large-scale FPS battles still requires a LAN.

      The battle itself won't be large-scale; it'll be several normal FPS battles in one seamless world. Here's a very rough example: Halo's Blood Gulch is obviously a valley inside a larger formation; what if you could fly between gulches? You're only visible from at most two gulches at once, so it's not going to require handling too many players affecting each other at once.

    3. Re:Lag? by Lonewolf666 · · Score: 1

      I can remember playing Day Of Defeat (Half-Life 1 mod) on a 56k modem. It worked fine up to 10 players, and with tolerable lag up to maybe 20 players.
      Now let us consider only the data transmission needs for a moment, and assume
      1) the necessary bandwith is proportional to the number of the other players on the map
      2) you have a 1000k DSL connection (which is not uncommon these days).
      In that case, the above numbers scale to 200 people with good performance and 400 people with tolerable lag.

      --
      C - the footgun of programming languages
    4. Re:Lag? by ClamIAm · · Score: 1

      Yeah, but you're assuming network requirements scale at O(n) for the number of players. I'm not sure that this is the case. I guess we'll see as games like this are released.

    5. Re:Lag? by Lonewolf666 · · Score: 1

      Client-side yes, but I admit that things will be harder on the server:
      I am assuming that you want to send data for all (n) nearby players to each player (m) times per second, with m being a constant determined by the max. acceptable lag.
      Then the required network throughput will be (n)*(m)*(amount of data for one nearby player) per second for one client. That is a complexity of O(n).
      On the server side, you have to do this for (n) clients, so you have a complexity of O(n^2). That could make things expensive for the company offering the game.

      --
      C - the footgun of programming languages
  2. Sure by Piroca · · Score: 0, Offtopic


    Campers, rejoice

    1. Re:Sure by Meagermanx · · Score: 1

      Damnit, camping is a legitimate strategy!
      Back in 'Nam, you think people were running around with rocket launchers? How about in our current Iraqi war? You think people are jumping over cars with shotguns? No. They're hiding behind rocks and cars and trading fire. That's how wars are fought.
      People who complain because they get sniped are pathetic. It's like calling somebody a 'shotgun bitch' or a 'rocket whore' simply because they use a certain weapon.
      Please. If it's in the game then it's fair. Unless it's specified in the map title, you have no reason to get mad at campers.

    2. Re:Sure by Geoffreyerffoeg · · Score: 1

      Back in 'Nam, you think people were running around with rocket launchers?

      Back in 'Nam, you think people respawned? Campers don't matter for real humans. Once they're dead, they really don't care if the person who killed them was there for one day or for five years. The problem with camping (especially spawncamping) is that the offensive team keeps going for the same point - or just tries to defend their spawnpoint - and the game becomes a war of attrition. Most human wars last century were wars of attrition. Most of them haven't been fun. Games are supposed to be fun.

    3. Re:Sure by irc.goatse.cx+troll · · Score: 1

      Depends entirely on the gametype. In a team game with objectives, camping isnt even an issue-- If you camp and it doesnt further your objective, you lose anyways. If they camp and its not furthering their objective, you get an easy win.
      Most team objective games specificly require camping to complete the objective -- Eg, defend your {flag | command point | bomb site }

      In deathmatch, camping just tells them where to avoid until they out-stock you. While annoying in some maps (Cant forget thresh whoring MH for half a game on dm4), overall you're better off running paths around the map to aquire every important item as it spawns thus depriving your opponent of the item, rather than sitting around with them knowing exactly where to spam.

      Really, camping is just a strategy like any other. Sometimes its a good idea, sometimes its a bad idea. Far too situational to say its always bad. The only real problem that people associate with camping is just people playing an objective game as if the goal was to get the best score on your team, rather than make your team have the best score. Even then, you dont *always* want to work towards objectives. If you have 20 health and a good weapon and no money, why would you waste your weapon rushing to your death? Why not instead try to pick a few strays off so they have to save next round?

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    4. Re:Sure by MBraynard · · Score: 0, Troll
      If your team is getting spawn camped, it means one of two things:

      1) The game's levels were poorly designed and you should find a better game or map.

      2) Your team has lost. Get a drink while your tickets get punched and do better next round, you whinny little goat.

  3. Private Servers by bigwang · · Score: 3, Interesting

    I would definitely love a MMOFPS.
    RPGs bore me to tears.

    I think instead of having a big server where everyone connects to, it would be nice to have individual private servers like FPS use now.

    However, they would be overseen by a master server (sort of like how they implement anti-cheating and anti-piracy now). So that your "profile" would carry with you. So each individual server could be like a country. With set dimensions, and rules, maybe even textures. And once you reach the limits of the server you are on, you would connect to another server. And the servers would be arranged on the master server by latency. So that if you live on the east coast, you would get the best pings on east coast servers. But you could still travel to the west coast servers, and that would add a different dimention to the game.

    That I imagine would defray the cost, so that no monthly fees would be needed. And yes, you would depend on the kindness (and uptime) of strangers, but that community (strangers hosting CS, TFC, CoD, BF, Q3 servers) sprung up out of nowhere and it's very robust.

    1. Re:Private Servers by TriezGamer · · Score: 1

      So you just want another generic FPS? Cause that's about all it would amount to. Part of the problem is that the moment you've got servers in the hands of everyday people, people are going to start bending the rules. It's one thing to have an individual user cheating his own way through an MMO universe, but something totally different when that same type of person decides to fiddle with the rules on his server, thus affecting people that may not have even realized they were getting illegitimate gaming experience.

    2. Re:Private Servers by Idealius · · Score: 1

      some fps hosts already limit certain modifications one can do to your game doesn't seem hard to imagine a game company creating a parternship with one of these hosts and disallowing these kinds of changes

  4. Yes! by AkaXakA · · Score: 1

    I've been waiting for this to hit for a while now :)

    They've got to keep it from becoming just a fragfest though...historically, games with a tad of strat mixed in do best (counter-strike!).

    1. Re:Yes! by Pulse_Instance · · Score: 1

      Maybe having different zones would be a good idea, one for more strategy type situations and others where it is just a fragfest. I enjoy both at different times and would like to be able to stay in the same game when I decide I want to stop with the strategy and start with the fragfest.

    2. Re:Yes! by X0563511 · · Score: 1

      Screw couterstrike, think Operation Flashpoint on a laaarge scale, game-in-progress joining, and no stupid "Tequila Sundown"-style CTF matches. Oh, and built-in voice chat that makes you sould like your on a transistor radio.

      Yes, I'm bitter.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    3. Re:Yes! by KDan · · Score: 1

      That's a brilliant idea. I hope someone picks it up.

      Imagine a game where you can join as a builder, a general or a soldier (each of which probably has a number of sub-classes).

      As a builder, your focus is on accumulating resources in your designated area (which is delineated based on which areas are free for your camp to exploit... of course when there are none you are spawned as a soldier instead until an area frees up). You build up the areas to give maximum defensive advantage to your soldiers (who will be under constant attack), placing the spawn-points strategically on the map so that they are protected and yet close to the action, but with decent armouries nearby, hospitals, power-units to power up special weapons (and the special weapons themselves), etc... You also build up the materials which will be used to launch attacks on enemy bases, if you have the time...

      As a soldier, you play your typical TFC-like FPS, repelling enemy forces, with multiple character classes, get involved in commando stealth missions to blow up specific objectives, etc.

      As a general, you lead soldiers into battle to attack other troops. In tactical RTS-style (think Homeworld/TA rather than C&C), you give your troops waypoints and objectives to achieve, look at the overall situation and design a plan that will lead your side to victory, send out plane-loads of soldiers to attack the enemy base, direct artillery fire, order commando missions to blow up particular objectives, etc.

      Would be awesome.

      Still wouldn't have time to play it of course... I don't have time to play games anymore :-( But I can still fantasize about them right?

      Daniel

      --
      Carpe Diem
    4. Re:Yes! by idonthack · · Score: 1

      Strategy in Counter-Strike consists entirely of "rush left".

      For real strategy, try something like Tribes 2, or even Red Orchestra. You actually have to work with your teammates, and there is a distinct difference between offense and defense instead of just "shoot the other guys".
      ---
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      Generated by SlashdotRndSig via GreaseMonkey

      --
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    5. Re:Yes! by Anonymous Coward · · Score: 0

      You mean a game like Savage?

  5. Planetside rocks by Sparr0 · · Score: 2, Insightful

    The monthly price for Planetside IS too high. But if a similar game was published for, say, 1/3 the price, I would definitely pay for it. I love the game, and the concept, but I play FPS in too rare of a pattern to pay the same monthly fee as for a MMORPG where i spend 20 hours a week.

    1. Re:Planetside rocks by Achoi77 · · Score: 2, Insightful
      Seriously. They need more granularity with their subscription rates. Why is it so difficult to bill by the hour? And people wonder why the MMO market only caters to the hardcore? It's kinda like the cell phone business. I guess we'll have to wait untill the MMO market itself levels out, then we will start seeing "Fair and Flexible" plans..

      Sheesh

    2. Re:Planetside rocks by mrgreen4242 · · Score: 1
      Puzzle Pirates has the absolute best pay system of an MMO game out right now. You can pay $10/month for unlimited play, or you can play on a "dubloon" server. Basically, a dubloon is a quarter ( little less if you buy them in bulk). In order to unlock certain areas of the game, you need to spend between 1 and 10 dubloons for a monthly pass to those features. If you don't want to unlock those parts you can simply not pay and play the other areas (wether free areas or other pay areas). Also, the 30 day pass is in all but one case a 30 LOGIN days. If you don't play today, your pass doesn't get debited for a day simple enough. Lastly, dubloons can (must) be used to buy most things. You spend X Pieces of Eight (in game money) that goes to whoever made/crafted the item, and you also pay a fixed number of dubloons as a "delivery fee" to the developers. Anywhere between 1 and 100 for anything from a hat to a giant grand war frigate.

      The point is that you can play the game for free, or you can put in a little "pay as you go money" and play casually for as long as it lasts. I've spent $2.25 in the last 5 weeks. I'll probably be dropping $2.50 on a ship next week, but that's a one time cost. I'll also have to spend $3 per 30 days I actually play for passes (badges in the game). Something like this would work wonderfully well for a MMOFPS, imo.

  6. Neocron anyone? by everyplace · · Score: 1

    I remember hearing a lot about this up and coming genre when Neocron was in beta, but then it never really materialized, at least in the states. http://ng.neocron.com/ if you're interested.

    1. Re:Neocron anyone? by Bibz · · Score: 1

      well i played in Neocron. It was a bit FPS like, but the game lacked a lot of balance and players to play to make it a big FPS game with good fights. The experience was fun, but i lacked time to play and it got a little repetitive.

      --
      I didn't found something funny to put here.
    2. Re:Neocron anyone? by Anonymous Coward · · Score: 0

      I used to love neocron. I started in Beta 4 and played on and off for more than a year. It was great when everything worked I used to get so stressed fighting with other clans over outposts the muscles in my back would lock up during firefights. The game had guns. lots of different type of guns. Short range powerful cannons, fast shooting pistols and long range rifles.
      It also had monks with spells and healing. It also had melee.

      But the game had its problems. It was created by a small German company. With a small distributor. It never reached enough people in the states. It had ongoing bugs that were never fixed, being kicked out of the game for some unknown reason, lost inventory. there were more. I always thought the game programmers just didn't know how to fix the problems.

      The rifles would only shoot so far cause the game would hide non terrain items until they got closer. Some players coming from other mmo's were suprised that you had to aim the guns.

      But for a game that had it's servers in Germany and I was on the west coast I thought they did a pretty good job with the PVP and making it less benificial to have low lag.

      There were player type balance issues. But I see that ever PVP of MMO has that problem. They also had the problem of not adding a enough new content. So you had old players getting bored and leaving and no new ones showing up. So the game became more and more obscure.

      With all the problems neocron still has a place in my heart.

      A year ago Neocron 2 game out. I did the beta it was really buggy and the new content was less than what the players wanted.
      But resently they released Neocron 2.1 which should upgrade the graphics some. But I think it will still look outdated.
      I just hope the strippers look better.

      But I have not played neocron for more than a year. But I hope a FPSMMO comes out in the near future.

      I played planetside for a while. I saw a good looking game but no real meat to make you stay and pay month after month. you really need the leveling and the need to gather stuff to make the game more of a challenge.

      Face of Mankind was supposed to be a FPSMMO but it is still in beta. I played Beta for a while but it sucked so bad I stopped. they recently released a huge beta patch, so maybe it is better. But I doubt it.

      It is so disappointing to hear about a good mmo concept and then play a beta for a few hours and see that that the game sucks so much.

    3. Re:Neocron anyone? by Lonewolf666 · · Score: 1

      I'm still playing it, and I can confirm it has both great strengths and annoying weaknesses. Combat BTW is FPS-like but not quite equal to existing shooters:
      Where Half-Life 1 and its mods (Counterstrike ;-) had a reasonably accurate ballistics simulation, Neocron is more like "you have to aim to get a hitbox, but the rest is a roll as in other MMORPGs".
      You see that in little details like the impossibility to shoot semi-covered opponents, where Half-Life would have let you shoot, simulated the path of the bullet and calculated if it went into the ground or into the enemy.

      The recent graphics upgrade is actually quite nice, but it does not cover everything. Obviously upgraded are the graphics for
      -weapons
      -vegetation
      -some clothes
      This list may not be complete, as I'm more of a casual player who does not spend huge amounts of time ingame.

      Considering the PVP balance, I'm not much into Neocron PVP but most players agree that Monks are overpowered. It is a constant source of complaints in the official forums.

      --
      C - the footgun of programming languages
    4. Re:Neocron anyone? by Idealius · · Score: 1

      "Considering the PVP balance, I'm not much into Neocron PVP but most players agree that Monks are overpowered. It is a constant source of complaints in the official forums.."

      And this goes back to my main lesson with any game involving competition with other players:

      If its not fair, its not fun. If you win, and you have a handicap, that is no context for success. If you lose because of a handicap, you know that as well. ITS NOT FUN

  7. Essentials by Idealius · · Score: 4, Interesting

    Being someone who has played plenty of FPS's and MMO's here are the essentials to a great MMOFPS:

    1. No Guns! (or the option to play without vs those who choose the same option)
    - guns mean aimbots, you need some swordplay like the Jedi Knight series, Rune, etc. to prevent cheating.
    - gameplay > all. sometimes complicating a game by allowing you to have super leet grenades only makes it less fun. Think of a chessboard double it's regular size with twice as many pieces. Anyone can aim a gun, it's not fun anymore and it's not competitive unless you decide to stick to one gun game for the next two years to avoid having to relearn aim in other games -- an absolute nightmare if you own multiple gun games.

    2. Clans!
    - FPS's main method of keeping a steady population years after their release is by allowing anyone to make a clan, screw MMO's and their factions, I want to choose from factions real people create.

    3. Make organized clan matches result in territory wars a la risk, but make them scheduled like real FPS clans schedule matches.
    - That means whenever they want as long as all parties agree, but no set period where they must protect their territory because even though all those stories about some kindergartner being god at Quake sound appealing, most of the really good FPS'ers are young adults with lives, too. The clan matches should revolve around my clan's schedule, not the game's schedule. You can make the control a clan has over a certain area gradually disappear with time so clans can't sit forever on a piece of land and refuse to fight for it.

    4. Balancing an MMO's duels between different classes is easy. A FPS is much harder, in fact I would say nearly impossible unless they're restricted to the same weapons vs each other in a symmetrical world or something ridiculous @_@. Either, spend a lot of time ensuring this is balanced, or force players to use the same weapons vs each other to make it fun -- or even make the stats/experience system allow for a higher gain if duplicate weapons are used.

    5. Fair fights are fun because the other person can't claim a handicap if you win!

    6. Tie "virtual material possessions" to the land a clan fights other ACTUAL PEOPLE to retain. Basically, make it more like life.

    Some other ideas:

    -Use the Instancing model to support low ping duels.
    -Crafting has a place in a FPSMMO, think about clothing, it shouldn't hook into your gear, though, because that just leads to unfair fights which, as said, I believe to be the cornerstone of a FPS.
    -So what's there to do? Kill people to earn stats, higher stats go to new areas opening up and allowing you certain privileges in your clan such as the ability to arrange a clan match, or the ability to induct a new member.

    To be honest, I would be satisified with current FPS's having some kind of "teleport to another server" portal, but if you're going to go all the way please do it right.

    1. Re:Essentials by Meagermanx · · Score: 1

      Your #1 rule is "No Guns!". Then you talk about guns in the rest of the rant. You don't want stats, armor or people fighting each other with different weapons.

    2. Re:Essentials by Headcase88 · · Score: 1

      Grandparent doesn't talk about guns at all after point #1. Guns =/= weapons. I don't see anything about not wanting stats (the contrary is suggested, actually).

      I agree with the poster that having armor or a better weapon going into a fight is unfair.

      Tangent: You know what might be fun? 4 on 4 Smash Bros over a large area with capture the flag rules and stamina mode turned on (ie run out of health as opposed to accumulating damage).

      --
      "When the atomic bomb goes off there's devastation...but when the atomic bong goes off there's celebraaaaation!"
    3. Re:Essentials by Lord_Dweomer · · Score: 2, Interesting
      Ok....I gotta say I see quite a few holes in your logic, feel free though to discuss as I'm more interested in debate than mod points.

      1. The no guns thing - People like guns in FPS. Thats why they're called first person SHOOTERS. Now, don't get me wrong, there are a few great examples of melee combat done fairly well, the Jedi Knight series being at the top. And I know there are a few new Fantasy FPS in the works right now that look promising. But people want guns. And they want variety of guns. And they want bigger and badder guns. And of course, vehicles. That was the reason the Battlefield series became such a success, the vehicles. Is it any surprise that vehicles are some of the most desired things in MMORPGS as well (can you say mounts)?

      2. Clans - Agree with ya there

      3. Not a bad idea either, definitely important to make the scheduling flexible.

      4. Ah, see, here is the thing. The vast majority of players don't necessarily want balance in a FPS. They want to find the right weapon/vehicle, and use it to blast the shit out of the other helpless players. Yeah, they want some challenge, but they sure don't want everything to always be evened out. And NOBODY likes to be forced into using certain weapons. And as BF2 showed, the experience system to unlock weapons works, but people get frustrated when there is no clear elevation in power in the weapons you unlock when you level up. Its like lvl 1, unlock gun, lvl 2, unlock gun with same power as lvl 1 unlocked gun, etc. In addition, when you have such RIDICULOUS experience requirements as BF2 does, casual gamers get VERY frustrated VERY quickly that they are at such a disadvantage to other players who have no lives outside of the game. You'll find that a lot of the casual gamer crowd flocks to FPS because of the "pick-up" nature of it. Skill levels the playing field, not equipment. And thats the way the majority of players like it, and thats why the good players are able to get knife kills.

      5. Fair fights are NOT always fun, see above. Fairness is a concept that people like in RPGs because they don't want to be at a disadvantage when squaring off against someone at their level. But keep in mind RPGs are a numbers based game whereas FPS are a skill based one. People want to have a huge advantage if their skill warrants it. They don't want to run into Planetside situations where just because a player has played forever and has a certain vehicle, they are helpless against them.

      6. Virtual material possessions are good. But I think in order to strike a good balance between FPS and RPGs, the majority of game altering equipment/weapons should be stuff that you mostly have access to at the beginning with a few high end things reserved for people with the experience. But it is proven time and time again that people LOVE to customize their character's appearance, and in an MMOFPS, it is absolutely essential to be able to distinguish teams and individuals, and an excellent way to do that is via cosmetic upgrades. For example, in Guild Wars, you have your regular set of armor, and then you have your 15k set which costs an insane amount of money, and has exactly the same stats. Only difference is appearance, and it gives the more dedicated/experienced players a chance to show off. Another thing I'd love to see is vehicle customization. If you get in a vehicle, you might have upgrades to it based on your experience. Are you a good pilot? Then get the Ace paintjob that lets people know not to fuck with you.

      7. I like the instanced idea, I think it is essential, however the number of people in the instance should be around 64 or so, like normal FPS today. There should also be uninstanced areas where you can have absolutely MASSIVE battles on the scale of Planetside.

      8. Crafting rocks, people should be able to harvest resources and craft things, and also farm them, but it shouldn't be the grind that it currently is in MMORPGs. MMOFPS are all about action, NOT grind.

      9. I've already dis

      --
      Buy Steampunk Clothing Online!
    4. Re:Essentials by dasunt · · Score: 1

      With clans and territory to hold, it almost sounds like a FPS/Risk hybrid.

      That has some interesting possibilities. Have anyone be able to start a clan, have a decent alliance system, pre-arranged "duels" between clans, and it could be quite an addictive game.

    5. Re:Essentials by tolan-b · · Score: 1
    6. Re:Essentials by NateE · · Score: 2, Informative

      This parent apparently never played Planetside. Think BF2 but on a larger scale.

      1) Guns make the FPS.
      2) You have sides and small teams to accomplish missions.
      3) Your overall goal is to capture territory.
      4) Each of the 3 Planetside factions have unique weapons and vehicles. This did lead to a lot of balance complaints. The developers tried to address these complaints over time.
      5) Unfair fights do not ruin the overall experience in a MMOFPS. You just learn to avoid putting yourself in these situations.
      6) I'm not sure what your saying with #6. Planetside lets you level up your character so that you can do more things and use better weapons. There are no traditional possessions to acquire to better your character.

      Other ideas:
      7) In Planetside lag wasn't a major problem even in large battles.
      8) I could see MMOFPS crafting being fun as long as it isn't a major timesink.
      9) Large MMOFPS battles can be amazing. Chaos on a grand scale. Small team tactics should be what a MMOFPS is designed around.

    7. Re:Essentials by Idealius · · Score: 1

      making certain features part of a base installation are the key to a FPS with any kind of longetivity. This way newbies can see the potential without having to dedicate themselves to the game first.

    8. Re:Essentials by Idealius · · Score: 1

      1) uh Aimbotting?
      4) yay for only 3 factions :(
      5) easy to say, hard to do, and if you're fighting someone who knows the strategies to "avoid putting yourself in this position" then they will easily defeat you. Eventually it comes down to who chose the best weapon, unless TA-DA: You're using the same weapon.
      6) what makes you think I was talking about planetside
      7) Since lag affects your aim, it most definately affects your play in large battles, unless it affects everyone else's lag at the same time.
      9) Team and Duel play should be allowed as some people don't like being part of a team for their "fun" or under any other context.

      and finally, planetside is a failure, I'm not sure why you used it as your example.

  8. My thoughts by Premo_Maggot · · Score: 1

    I'd think that it should be a realistic current day game. With modern guns, vehicles, etc. Maybe even map major cities as they really look. No load times other than the one load into the game would deffinately seal the deal (I know that would be demandingto a computer, but hey, it's supposed to be a massive 'fps' right?).

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    1. Re:My thoughts by KDR_11k · · Score: 1

      The problem with modern weapons is the lack of variety. Most shoot fast bullets more or less accurately in bursts or full auto. Nothing like homing missiles, slow but powerful projectiles, bouncing shots, energy beams, etc. No way to dodge shots, very few different tactics and other annoyances. Reality is very limited when it comes to the number of possible play styles.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  9. MMOFPS Pricing idea by GeekyMike · · Score: 1

    I had an idea that if you made a current day or even slightly futuristic FPS, you could pay for server/bandwidth with advertising as opposed to a monthly fee. I see an urban combat game where soda cans, billboards, stores/restaurants, even vehicles could have a sponsor. If it was done properly, the advertising would make the game more realistic and involved.

    This scheme would help lure the casual gamers, since no one has to worry about "getting my money's worth".

    As a side note, if this idea gets stolen, I wrote it here first :-)

    --
    Beware the fury of a patient man
    - John Dryden
  10. wow by floodo1 · · Score: 0

    man thats a nice thought. roaming warfare.

    only problem i see is that clans would probably get VERY powerful, maybe ruining the game for lesser skilled players.

    still tho, mmmm

    --
    I KUT J00 M4NG!!!
  11. Free gaming has a problem by SmallFurryCreature · · Score: 3, Interesting
    No paid account to ban.

    MMO's like everquest while having a share of kiddies (or mental retards, it is sometimes hard to tell the difference) are still havens of silent intellect compared to much of the net.

    Certainly compared to one MMOFPS Joint Operations by Novalogic. I was an early beta tester and it was fun. Then they opened the beta more and more and wow. The designers had made a mistake. They had spotted the obvious kiddie dream of just gunning down their own team and disabled that. However satchel bomb could be dropped anywhere (including vehicles) and then remotely detonated. So cue endless hours of fun of not so good players running into a helicopter (the slightly better ones waiting to pick up some other players) then take off and blow up. If the explosion did not kill you you died in the fall or had a long long swim ahead of you.

    Free gaming lowers the barrier and doing that invites people that will be in the game for no other reasing then to upset other people.

    Frankly I sony does it pretty well. Just charge a month and allow people to cancel right away so they are not billed again unless they decide to resubscribe and they can just game for 1 month.

    It is how I play now. I usually get tired off a game then cancel it only to come back 2-3 months later to play some more.

    As for advertising paying for an MMO, Anarchy Online has shifted to that model. It is not exactly a shining example of success.

    Oh and I not some snobbish people hater. I am old enough to remember that ALL fps online games were without password for the server. Then clans added them for their own servers. Then it became common to see more password only servers as a game got older. Now it is rare to see open servers at a games launch.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Free gaming has a problem by GeekyMike · · Score: 1

      you can ban an account key a-la steam account keys being banned. people will feel bad when their 49.95 game key is banned for beinga doofus.

      --
      Beware the fury of a patient man
      - John Dryden
    2. Re:Free gaming has a problem by habap · · Score: 1

      I concur. I belong to an online gaming unit that charges a fee, requires an application form, and has a set of guidelines for player behaviour. It keep the foolish players out. It keeps the folks who will play for a month out. I like that because I know the fella standing next to me will actually cover my back and play to win as a team. When I play COD, I have idea whether the guys around me even understand the goal of the game....

  12. Battletech by iCEBaLM · · Score: 3, Insightful

    My heart yearns for the age in which my trothkin and I shall finally carve our way through the surat scum of the Inner Sphere and take back that which is rightfully ours: Terra. Cradle of humanity.

    The honorless freebirth will be no match for our superior technology and tactics. Glorious battles could be waged on an epic scale if only FASA had not sold themselves to Those who Shall Not be Named! What a treachery that was!

    I wish it would come to pass. Battles consisting of battlemechs, elementals, aerospace fighters, infantry and more would surely call warriors together from across known space. Unfortunately it seems that Those who Shall Not be Named do not think these "intellectual properties" should be developed as the odds are against them. To those developers I have only these words: think of the victory if you should win.

    May honor sharpen your steel, warriors.

    1. Re:Battletech by Quarters · · Score: 2, Interesting

      Had it done 3 years ago. It was called Multiplayer BattleTech:3025. It was finished, ready to go, then EA and Microsoft got into a head-butting match over the future of the license. So EA never published the product. It was, and still is, one of the best products I've worked on.

    2. Re:Battletech by Anonymous Coward · · Score: 0

      It was indeed pretty good. But it got old very fast, VERY fast. There was no variety, no reason or gain for even going out to capture territory. Liao had all but wiped out Marik and they were completely encircled.... yet some mystical leader nobody appointed said to all leave. But the combat was pretty darn cool.

      Though I will never forget the first time I was in a battle with two blackjacks on my side. Someone said "don't rush till you hear the AC/2's" I had just enough time to think "Wha?". The sounds of a simple AC/2 was incredible. THOOM THOOM.. THOOM THOOM. Then i ran like nobodies business to distract the baddies.

  13. Hm. Ogre off mark. by Golpemente · · Score: 2, Insightful
    The "article" paints too broad of a brush. I don't think it's entirely fair to classify all MMOFPS games together. Sure, what few MMOFPS games are out there do tie what equipment you can acquire to kills, not stats or currency - I think that's pretty much standard. In my experience MMOFPS games also give you basic team management tools - but building a good persistent squad of players depends more on the players themselves, not the game. MMORPGs have to be compared to each other by looking at their scale, speed and time requirements.

    World War II Online (which the article doesn't mention, even though it is about 5 years old) has a much steeper learning curve than Planetside. It demands a lot of time due to its scale - the single map is huge, and a lot of time is spent getting to a fight (and dying right away). It is also very unforgiving to the new player due to its realism. It is a "history-buff" type game - those really wanting to fly a Stuka or drive an Opel will endure the system. Planetside isn't particularly quick-paced (if you seriously care about defending acquired bases, and the base isn't contested, you'll may spend 15 minutes doing little to nothing), but it certainly moves quicker than WWIIOL. The maps are small enough to travel across relatively quickly, as long as you have the right abilities. PS isn't really ideal as a pick-up game: you may not be able to jump in and just start blasting away, like you might in your standard deathmatch. In that sense, it is a relative time sink. Planetside is more of a thinking-person's FPS.

    Huxley seems more catered to small groups of players in instanced combat. The combat is probably faster, but the scale probably won't match the others. But, seeing as the game is in development and I've never experienced it firsthand, I can't really comment on how good it will be (I'll let the "article" do that for me). From what I gather though, it trades more detail and thought for "twitch"-style gaming.

    Some gamers will want the historical immersion, others will want almost pure twitch, and still others will want something in-between. Unfortunately, the article doesn't consider the real variations in the genre. That's the more important discussion in my opinion - what combination or amount of elements (scale, speed and time requirements) will make MMOFPSs really take off?

  14. It's called battlefield 2 by InsideTheAsylum · · Score: 4, Insightful

    If you've played that game, you'd know that it almost fits into the MMOFPS genre with being able to play on a single map with 64 people. I wouldn't want to play a massive MMOFPS with 2-4000 people though some reasons:

    * Latency: Your average FPS game server will kick anyone over 200-300 ms ping because they either have some sort of a script or an active admin. An MMOFPS will be there to make money and I hardly doubt that they will be kicking paying customers off.

    * Scope: The problem with MMOs is that events are always taking place wherever you are not. You're gonna need to travel an assload of distance to get wherever the current battles are taking place. What if you die? Where will you spawn? That's a major PITA. Even if they implement "spawn anywhere your team is," it's still rather annoying to find out where you can frag the most which is the beauty of simple server hopping in FPS games.

    * Teamwork: Unless you have a dedicated clan, which most people won't have, you will simply be playing with a bunch of idiots who do everything to further their own gaming experience without any regard for the people on their team. An example of this in BF2 when nobody will ever stop to give you a ride, look at your landmines covering the road (and then punish your TK when they ignore the glaring red skulls), and then shoot you when you spawn and run halfway to grabbing the vehicle. Imagine that, but on a massive, thousand player scale. Fun, huh?

    So, for my quick fix of shooters, I'll stick to smaller (in comparrison) games and have my fun there :P.

    1. Re:It's called battlefield 2 by xMonkey · · Score: 1

      Uh no. It's called World War II Online, and thier motto is 'We PWN PvP.'

      WWIIOL is the first MMOFPS and it continues today. IN fact it is the only MMOCSAHLSAFPS. (Massively Multiplayer Online Alternate History Land Sea Air Combat Simulation First Person Shooter).

      The game is NOT for everyone. In fact it is the MOST hardcore game on the internet.

      The game has been around a while and they have dealt and found solutions for just about everything that will pop up in a MMOFPS. Some of thier soluions are poor, but there is alot of thought behind everything in the game, and alot of it applies to MMOFPS in general.

      I don't think anyone can even comment on MMOFPS if they havn't played this game for a few months. It's like recieving a PhD in MMOFPS.

    2. Re:It's called battlefield 2 by Anonymous Coward · · Score: 0

      "In fact it is the MOST hardcore game on the internet."

      Like hell it is. Ever play Go?

    3. Re:It's called battlefield 2 by DingerX · · Score: 1

      Aye, the article is a masturbatory bit of proto-hype for a game the author knows nothing about in a genre the author has no experience in.

      I, however, have played WW2OL, and it demonstrates (among many other instructive lessons in software design) why MMOFPS is not a good idea. The online FPSs that are popular are all high-speed high-adrenaline, shoot-move-shoot-die-respawn-move-shoot 30 minute extravaganzas. A MMO environment can't sustain that. If you want persistant worlds and 2000-4000 people online (I guess WW2OL has dropped off from those numbers in the last couple years), you can't have high-density action like that.

    4. Re:It's called battlefield 2 by Sres · · Score: 1

      BF2 isn't a MMOFPS, never will be. Planetside and wwiiol are both high number battles, it all depends what you want from a game. Unfortunately most gamers these days crave the latest graphics and graphic effects.

      For improved gaming numbers players need to take a hit on graphics to get what they want. Take nothing away from developers who push the MMOFPS boundary they create games that are currently niche market, but will soon extend into a larger market as more and more look for games that are not like you describe BF2.

  15. The issue. by MeanderingMind · · Score: 3, Insightful

    The biggest issue as I see it for any MMOFPS is to avoid boredom. FPSs generally cater to people who want action, lots of it, and all the time. The word "active" best describes the state of the player. In the small maps of Goldeneye, Perfect Dark, CounterStrike, Unreal Tournament and Halo, whether you are moving or stationary there's always that chance that you'll suddenly need to blast the crap out of someone.

    In a large world, that becomes more difficult. If you happen to be in the middle of nowhere, it's hard to be on edge. If you know the frontline of a huge battle is miles and miles away from the base you are defending, are you really going to say, "I'm sure glad I paid $X a month to sit here and rot."

    As long as the game mechanic throws the players into the action consistantly, it can work incredibly well. It would be tricky, but doable.

    --
    Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
  16. Not really... by Short+Circuit · · Score: 1

    The Quakeforge guys were talking about this five years ago.

    Basically, you'd have different maps run on different servers, with a trigger brush forcing a clientside connect command to a different server. With the way Quake was set up, you wouldn't have needed an engine mod for this; just a few lines of additional QuakeC.

    I still think it would have been fun.

    The problem lies in tracking stats. (In Quake 1, just frag counts) It would have to be on a central server. But how do you ensure appropriate tracking in a pure open-source game? It would have been too difficult to prevent cheating without violating the open-source spirit.

    1. Re:Not really... by antifoidulus · · Score: 1

      How would have closed source really prevented cheating though? It hasn't on a lot of other games, the problem isn't open source, the problem is trusting the clients. As long as the clients, not the server, is responsible for sending that info you are going to have a problem.

    2. Re:Not really... by KDR_11k · · Score: 1

      The client is responsible for handling player input and you could easily add an aimbot to your binary.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Not really... by Lehk228 · · Score: 1

      you set honeypots to trick the aimbots.

      poke around cheater forums and find the methods the aimbot uses to pick out a player head from other surroundings.

      on honeypot servers send out levels with objects that look like normal terrain and decorations to a human player but look like heads to the aimbot. perhapse adding false character objects at a tiny scale or using spots of similar coloration. whenever a player shoots too many of these spots the admin takes a look at that player's history and puts word out that the player may be cheating

      --
      Snowden and Manning are heroes.
    4. Re:Not really... by KDR_11k · · Score: 1

      That only works with closed source, otherwise they can just get the "where are the enemies" data out of their client software. Then you'd have to create entity data the client can't distinguish from players.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:Not really... by Idealius · · Score: 1

      and also, if a honeypot looks like a wall, there is client software used for aimbotting that is based entirely on what is seen on the screen.

      It's not perfect, but:

      "You don't have to be perfect, just better than the competition"

      Computer reflexes are in many ways superior to humans'

  17. Progression Lacking by JohnSearle · · Score: 1

    As a lover of the MMO scene, a player of Planetside, and a player of numerous MMORPG's...

    The biggest problem of Planetside is the lack of progression. Aside from the standard kill/death tally system, the lackluster award system, and the pathetic level system, the game plays like a standard FPS. They might as well have made a basic FPS game. All three progression systems exist in the the standard FPS scene. Kill/death ratio is kept via server counters, awards are stored by servers and clans, and the level system can be found in numerous mods (BoTS, Weapons Factory, etc).

    What the MMOFPS scene needs is a more progressive environment to catch, and keep, the interest of the players that are currently igoring the whole genre. Until they can develop this I'll gladly take the '+3 battleaxes of dorkdom' - the equipment itself being a type of progression.

    Infact, after saying all of this, my prediction is that the MMOFPS scene doesn't succeed until it is no longer straight forward MMOFPS. The next step in the evolution of things is the combination of genres.

    Oh, And PLEASE don't call Star Wars Galaxies an MMOFPS! It just shows your absolute igorance of the game.

    - John

    1. Re:Progression Lacking by jesdynf · · Score: 1
      What the MMOFPS scene needs is a more progressive environment to catch, and keep, the interest of the players that are currently igoring the whole genre. Until they can develop this I'll gladly take the '+3 battleaxes of dorkdom' - the equipment itself being a type of progression.


      Planetside does not have mobs and they do not drop rare but powerful items you require for success.

      Planetside does have a level system, but right out of the gate you can use the most powerful weapons and most of the vehicles in the game, if you choose, and no point of XP is ever wasted because you can sell back skills 1-for-1.

      Planetside's squad XP sharing and support XP permits you to level without Mad FPS Skillz; I'm getting about a BR every two days of play or so, now; I'm BR11 with something like 30 total kills. (That's two nightly play sessions, not 48 game hours.) I am not a skilled twitch gamer; I'm a support operative.

      In my considered opinion, this game is the only non-evil MMO I can name. Most aspects are designed to /fight/ the dread grind and profitless timesink; there is a /button you can hit to go somewhere and shoot someone in the head, right now, just press the button and go/.

      No purchased or discovered equipment, no classes, no economy, and the most important choices you can make involve how much you can stuff into your backpack. If you play the game right you spend a lot of time crouched motionless defending vital territory and enforcing fire discipline.

      This game is awesome.
      --
      Yahoo! Pipes are awesome. How awesome? http://pipes.yahoo.com/jesdynf/slashdot
    2. Re:Progression Lacking by MBraynard · · Score: 1

      You might want to investigate Battlefield 2. It isn't fully persistent, but the games does carry stats and you can get a LOT of points for not being a great twitch gamer.

    3. Re:Progression Lacking by JohnSearle · · Score: 1

      Well you backed up everything I just stated... The game lacks any sort of commitment. You don't have to be good at the game; you don't have to play a lot; in fact you don't even really have to try and your pretty well on par with everyone else. Game such as these seem to give support to the notion that lack of commitment, and by that I'm also including and putting emphasis on progression, breeds an apathy towards the games themselves. The question I must ask you is why would the average gamer switch off a normal FPS for an MMOFPS? And I can only come up with a few reasons for doing so... 1. They wish to play a MASS FPS game... But games such as Tribes comes pretty close to mimicking this, plus tribes has the advantage of actually having a point - the end of the match! Yes, I know Planetside has an end of day score. But I would hardly call that equal, and your part is insignificant compared to your role in a smaller scale version of the same thing (tribes, et al.) 2. They enjoy the large military strategy, especially against multiple factions... My friend unfortunately fits into this category. This can be replaced by any number of good mods in other games, and all for the great low price of the initial purchase. 3. You can enjoy noob status without being criticized. You're able to play with relative anonymity and few will be able to tell your questionable playing style, which, as should be noted, stands out in a normal small FPS game. Random unskilled kills, unearned experience through grouping, and other such things are all advantages of this game for the poor twitch player. Although I know only a few people who are THIS poor and still enjoy an FPS, and thus would fit under this category. Plus I don't think this style of game helps your skill at twitch play at all. I'm an above average twitch player, but after a month or so of this I found skills severely deteriorated. I think, overall, all the arguments you gave are the reason for Planetsides horrible failure as a game. Those are reason why someone would enjoy the game, obviously, but on the overall this is not the type of game the community is looking for. -- John

  18. Community. by xMonkey · · Score: 2, Insightful

    An MMOFPS has a few technical problems to work out, but in the end the only thing that matters for any MMO is community.

    If you can build a healthy community around your MMO, (be it MMORPG, or MMOFPS) then you can succeed within reason. I think alot of the failure of Planetside is due to the lack of community building. IMO Planetside was a mediocre game, but its biggest fault was lack of community.

    And alot of this might be attributed to the old idea of system design governs player motivation. If you have a system that primarily emphasizes ACTION on other players, then that will be the motivation of your player base. ACTION not INTERACTION.

    And so in a way, FPS shooters have a disadvantage when building communities.

    1. Re:Community. by Idealius · · Score: 1

      oh come now, what you're describing is not a game

      few want a glorified chat interface forever, do they?

  19. Just dont remove the skill.. by irc.goatse.cx+troll · · Score: 1

    The problem with most MMOFPS games is theres no individual skill to them. FPS players like to be challenged and improve, when you remove that it really removes the point of playing. Just look at all the people still playing cs1.6 because of how much more random/un-skilled cs:source is. And 1.6 is bad enough as is at lowering the skill gap.

    What /WOULD/ be nice from a FPS(or any game) would be persistance/reputation. Right now I could be as lame as I want, cheat, whatever, and worst case all I have to do is get a new account/name and I'm just yet another random. I'd like people to have to own up to their actions, and people who dont have history would instantly be shunnned (not by a system, but just by people prefering to play against people they know of or can verify some sort of web of trust to, eg they used to play for a team that you know is respectful).

    A system like that would work into a MMO framework very well. You also need to keep it balanced, but thats not too hard for current FPS games, and only becomes an issue if you copy more of the RPG and less of the MMO from a MMORPG. To me, all you need to steal from MMORPGs is the community and scale. Not the level grind, not the item farming, just the scale and community. The only 'Items' you should get should be purely visible, say more points to spend customizing your player.

    --
    Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
  20. GTA: MMO by yotto · · Score: 1

    Wake me up when they make MMOGTA

    1. Re:GTA: MMO by Idealius · · Score: 1

      agreed.

      an mmo based on real cars, would own the sales charts.

  21. NO! by Anonymous Coward · · Score: 0

    ...Come up with a new idea, dammit!

  22. Capture the Flag! by LoverOfJoy · · Score: 1

    I think a massive game of capture the flag could be awesome.

    1. Re:Capture the Flag! by angrychimp · · Score: 1

      You know, I was thinking of something similar. I agree with an earlier comment that unless you have a system which allows for the player to be constantly immersed in action, your MMOFPS will inevitably fail. There also needs to be some element of strategy or goal-based gameplay, otherwise you lose interest.

      I imagine that you have everyone in the world divided into two teams. When you sign up, you're able to evaluate both teams, view their win/loss history, relative numbers and other current stats, and then join up with one team or the other. Switching teams would be possible, but difficult. It would be something like defection in real-life, where in order to switch teams, you must first be accepted by a member of the opposite team. There are rules to lay out there, but I think it could work.

      Both teams would battle for territory on several different worlds. There would be individual areas on the map that would represent checkpoints, or hotspots. By placing your flag on this spot, you've conquered another portion of the overall world/map. In theory, one team could eventually control the entire world, and drive the opposing team out. In retaliation, the opposing team could initiate an invasion to regain land on a previously lost world.

      Leveling would move you up in rank. You still have clans, but those clans would be internal factions or units within the larger army. A single individual player would join a unit of regulars, and be able to choose from several different worlds and join an existing fight for territory. Clans would have lists of potential objectives they could engage, and it would be possible to set up clan matches against a clan from the opposing team with special territories or weapon enhancements being possible rewards, in addition to clan ranking. Imagine that each time a clan/unit in your army (even one you're not specifically a member of) won a battle, the entire army benefits. There's not only reason to join a clan or start your own, but also shared pride and the glory of victory.

      I think something like this would be essential. The game developers would be adding new worlds, researching new weapon tech or vehicles, and players would constantly be findings something to do. You'd have player classes, a staple of CTF, and for someone who doesn't like constant adversity or action, there's always support classes.

      Some other problems exist that would need to be ironed out, but I believe it's a concecpt everyone could get behind.

  23. A few comments by Lonewolf666 · · Score: 1

    4. Ah, see, here is the thing. The vast majority of players don't necessarily want balance in a FPS. They want to find the right weapon/vehicle, and use it to blast the shit out of the other helpless players. Yeah, they want some challenge, but they sure don't want everything to always be evened out. And NOBODY likes to be forced into using certain weapons.
    The individual player might not want balance. As long as the unbalance is in his favor. But if he is on the receiving end, he gets unhappy pretty fast. That makes for plenty of annoyed ex-customers.
    That is why you DO need some sort of balance between the skill-capped players of different classes. The do not need to be (and should not be IMHO) equal in everything, but their overall power must be on the same level.

    5. Fair fights are NOT always fun, see above. Fairness is a concept that people like in RPGs because they don't want to be at a disadvantage when squaring off against someone at their level. But keep in mind RPGs are a numbers based game whereas FPS are a skill based one.
    To me, fairness in a shooter-MMORPG means equal chances against someone of the same character level. If the other guy has more playing skill, tough luck but I can accept that.

    --
    C - the footgun of programming languages
    1. Re:A few comments by Idealius · · Score: 1

      "If the other guy has more playing skill, tough luck but I can accept that."

      Thank you.

  24. Make kicks painful - the MMORPG variant by Lonewolf666 · · Score: 1

    In case of a MMORPG-like game with significant character advancement, deleting extremely misbehaving chars could have the desired effect.
    Team-killed all the time? Oops, character gone, start at level 1 again. In the meantime, the less retarded players who started with you are level 20 and got to keep their account. Next time you shoot at them, they just whip out their much bigger guns and blow you away.

    --
    C - the footgun of programming languages
  25. Vendetta Online by Drasil · · Score: 1

    These guys have been doing this next big thing for a while now.

  26. It will take a while by Phae · · Score: 2, Interesting

    There are a lot of problems when thinking about making an MMOFPS.

    First, you're appealing to very different demographics. I know when I play MMORPGs, I consistently come across (relatively) older (and mature) people, including married couples. Additionally, pretty much anyone is capable of doing well, regardless of reflexes and hand-eye coordination.

    The appeal of an FPS is to a much younger crowd. If any of you have played FPS games online, you know that it's not uncommon to have many pre-pubescent kids playing on the same server. This is a double knock for an MMOFPS - it lowers the overall maturity of the game world, and these people also don't have their own income or a credit card.

    Additionally, people either have 'twitch' skills, or you don't, and I've had enough experience with my non-twitch friends to know that people don't enjoy losing at a game every time they play it. This necessitates adding 'support' roles that don't require quick reflexes for shooting, thus pushing the game closer to the RPG genre.

    The main problem I see with an MMOFPS is this: is it a unique game experience? My answer would be no. There are already tons of FPS games you can play online (and for free after you buy the initial game). These can allow anywhere up to 64 people to be playing simultaneously. Granted, it wouldn't be quite the same scale, but it is free, and you get the same adrenaline rush that most people are looking for when they want to play an FPS.

    In short, I don't see MMOFPS games becoming a large market any time in the near future.

    1. Re:It will take a while by Idealius · · Score: 1

      the solution is quite simply expressed by the following:

      Create a MMOFPS that appeals not only to the twitch crowd, but to those who lack reflexes.

      Many old martial arts masters and military veterans rely on their reflexes, but also on their knowledge of countering & strategy. So, to say "twitch style gaming" or more appropriately titled "reflex style gaming" is only for the young, is simply wrong. I am willing to bet anyone ~50 years of age or younger appreciates their reflexes, and as long as its appealing to the individual 0-50, this translates over to games.

    2. Re:It will take a while by Sres · · Score: 1

      world war 2 online had an average age of 30 on both sides. There are many who are 50+ who play from both sexes in the game.

  27. Fodderside by Anonymous Coward · · Score: 0

    First of all, anyone who plays FPSes and thinks Planetside costs too much probably buys 1 FPS a month. What if you played PS and bought half as many FPSes?

    Second, SOE was going to make some sort of announcement for cheap Planetside in the future. They are already working with Massive for delivering ads (which are actually not that bad once you leave the sanctuaries). That ad system might mean that free Planetside is a possibility in the future...