The Final Moments of Asheron's Call 2
Via Kotaku, the final moments of Asheron's Call 2 in text and images. Highlights include the in-game appearance of a community moderator, and a killable version of a notorious dragon. Then, a lost connection. Gamespot has the story as well. From that article: "Turbine performed a little house cleaning this weekend as it shut down its massively multi-player online role-playing game Asheron's Call 2. Originally released in November of 2002, the fantasy game world met an unceremonious armageddon December 30. As of press time, the Asheron's Call 2 forums were still up for mourning players, and blow-by-blow accounts of the world of Dereth's final moments had started circulating the Web. "
I swear, there should be a law that if a MMORPG closes its servers, they open the source to the playerbase so people can create and host their own servers off of it.
It's called the public domain, and it won't happen within your lifetime, nor that of your great grandchildren, nor even within the lifetime of the codebase.
Welcome to the new dark ages as mandated by international copyright law.
Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
....if they went out better than that...something fun for the players, not so sappy
they shoulda turned it all PvP, and each day for like a month they'd continuously add more mobs.....once you died, you're DEAD...no coming back.....no creating new chars. and then finally they'd come up with a final survivor and he'd win something
like...a cake
The End Begins (And Ends)
Most single player games never have this. In fact if in a single player RPG you would still visit the beginner level merchant it would probably be considered a bad thing. Yet in MMORPG land you can really get to know your neighbourhood.
Leaving it can really create a sense of homesickness, a sense of something lost. Of course you know that the game is nothing more then a IRC with pretty pictures and yet it is more.
No MMORPG is any good if it were judged as a single player experience. Combat is simplistic and repetitive with moronic AI. Guild wars is about the only game were I seen proper interaction between AI enemies in that they really know how to use their healers. Even then simple pathfinding is a joke compared to "real" games.
The quests/story are a pale shadow of a single player RPG.
So the only "pull" left is either the level up OR the sense of community.
That community is more then simply chatting online. The MMORPG gives you a common goal to achieve. Chat for days on a IRC channel and you will maybe have made some friends. Play a MMORPG for days and you will have gone to hell and back shared victory and defeat, died and achieved vengeance. You will in fact have done more then most people can do in real live.
Leaving all that can cause a twinge or two. Or perhaps it is just the realisation that with the money you spend you could have bought several single player games.
Those who never played a MMORPG or do not become involved with other players will not understand and that is good. There is a reason we call it Evercrack.
I fear the day that an MMORPG will arrive that does not have horrid framerates and game breaking bugs. When someone invents a MMORPG that is bug free, glitch free, cheat free, lag free and has game play that would not be out of place in the best single player games that is the day I will sign up to be a battery in the matrix. Just plug me in and call me SmallFurryCreature Eater of Rats.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.