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MMOs have been around for a long time and have morphed and changed over the decades now as we enter 2017. We're in a period which I would consider the second era of MMOs with Ultima Online for all intents and purposes kickstarting the genre back in 1997. Games began simple and expanded over time, breaking off into sub genres, independent projects, and huge AAA titles. But we're going back to the drawing board...
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UO did coin the term "MMORPG" but it wasn't really the first.
Nice article otherwise.
"Also, I am a firm believer in offline crafting. Now that you have so much game ability on your phone or tablet. Why not log into a cool crafting interface from work and set up your goals for the night. "
I'm always wondering why so many players hate whatever form of offline progression or mobile access.
I would like to see crafting or otherwise managing my characters via mobile phone. It would be awesome if i could send my main and alts on missions to gather materials or give them something else to do while i'm not actively playing. Or with mobile access to the chat and my inventory, i could sell and trade items (the WoW app allows using the auction house).
Back then, the annoucement of Trion's mobile client for Rift got me excited and i couldn't wait for it.
Unfortunately it was a huge disappointment because they never got it properly working at all and the stuff it got you wasn't worth the hassle with the all along broken client. I heard Trion discontinued it about a year ago.
If not offline or mobile, at least i'd like to see some more options to leave your character in game doing something while you don't attend it. Like in the old days of SWG when it was perfectly normal to leave your medic online, running on macros and buffing people in the cities. I'd like to set up a crafting queue and let my character go at it.
But then again, at that time of SWG griefing and abuse wasn't a problem like it is today. You tipped that afk-medic for curing you and everyone was happy. Today within 10 minutes you'd have another afkchar next to yours executing a "spit"-macro on you. And we also saw these features like the afk-vendoring in Aion getting shut down by NCSoft after too much abuse.
They may have been first in line but they didnt make MMOing something to be put on the map. First MMO to do that was EQ and will always be the grandfather of MMOs.
It can solve some big issues with MMO economies.
Turn it into a game of management rather than a player hammering out 500 swords and getting bored doing it.
With that, you can also remove the over abundance of swords or whatever. You can have an offline day of managed production and get 5 swords, and the player isn't bored out of their freakin' mind. And the economy can be much more viable.
Manage sleep time, food consumption, supplies, sales, shop equipment, maintenance, etc.
Advanced properties can be done with online play.
Once upon a time....
go back to the MSN comment section
Another big quality that I look for is immersion, which I feel is more subtle than game creators always appreciate -- better graphics help, but they're not everything. There's a lot of things like internal consistency, viewpoint (playing with isometric-view animated dolls doesn't cut it), and richness of experience.
Immersion is also helped by: Open World, Sandbox, Persistent World. I've seen these terms used for rather small worlds with disguised barriers, numerous choke points, and constantly repeating/re-spawning events and AI creatures, etc. For all its disappointments, I think No Man's Sky's procedural generation shows the way to go. Google Earth might be a good study, too. Now, with some clever programming to make a huge world an MMO while reducing the data load... perhaps using user's computers for a cloud storage system and a mathematical data management system... well, I didn't want to get too detailed.
What you're looking for as an end result is a program that functions as an intelligent Dungeon Master, creating a world (or the outline of one and the rules for filling it out) with things to be discovered, gathered, etc. Then simply support and adjudicate the results of the player's decisions/action.
On crafting, what I would like to see (and I think quite a few MMOs have this to a large extent) is crafting that comes naturally and is not a matter of following arcane recipes that make little if any sense. For the gathering of materials, there should also be a logic to that, and I like the idea of it being off-line, or even something that can be completed automatically after setting it up before logging out.
Hope I didn't get carried away too much -- and remember, nobody made you read all this.