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The question is how many, and which, MMOs, as defined by the "MMORPG Gamelist - All MMO Games" page (http://www.mmorpg.com/gamelist.cfm) on this site, have no persistent virtual world?
Here the ones i have counted:
- Diablo 3
- LoL
- WoT
- Vindictus
- Gundam Capsule Fighter
- Marvel Heroes? (It does have public zones though, does this one count?)
- Hearth Stone: Heroes of War
- Path of Exile? (Does it count? It also have public town zones)
. .....
Comments
ARE NOT AND NEVER WILL BE MMOS
don't know about the others never played them.
IMO a basic MMO can just be a chat room with loads of instanced card/casino games.
I don't think it states anywhere how many of the people within the game I have to be interacting with for it to be classed Massive.
Also...
Continent of the Ninth Seal (C9)
Rusty Hearts
Dragon Nest
IMO, all these instanced "mmos" arent mmos. Just lobby based online coop games like GW1.
LoL isnt an mmo, its a multiplayer battle arena (a team deathmatch game)
Most of those games are CORPGs, games with only some outposts persistent (Like DDO and Guildwars 1). They are generally considered a sub group to MMOs if not full MMOs.
I have no idea what Diablo 3 does here though, it's only MMO feature is probably the auction house. My guess is that a large bunch of Blizzard fans demanded it before release.
It's not "massive", it's "massively multiplayer". As opposed to just "multiplayer".
Edit to add: Or even "kinda big multiplayer".
Once upon a time....
Don't fall for the bait folks, this thread really isn't about which titles lack a persistent game world, it's just another twist on one of the favorite subjects of the OP, what is the definition of a MMO and who gets to decide when one is or is not.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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Don't just play games, inhabit virtual worlds™
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But that's where everyone seems to get it wrong. Technically the word massive is NOT one of the words that MMORPG stands for. The first world is massively which describes the second word - multiplayer. A massively multiplayer game is not one where you have 1 billion games with 4 players in each.
@OP, none of these are MMOs (not sure about vindictus and WoT, don't know anything about them). I don't think that POE and Diablo 3 or Hearthstone were ever implied to be MMOs by MMORPG. The game list on this website is just that - a list of games. Not all of them are MMOs. But that list doesn't say a list of MMOs now does it.
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Yes, pretty much this.
MMORPG: Persistent world meaning if there are 0 players logged on its still there. Persistent characters meaning they're not reset every match. Hundreds or more players in the same server.
Ok.
So how many people you are actually playing with within an MMO is irrelevant?
I am not interested about your opinion of what a MMO is. I am using the definition given by the list i referenced, and asking what games on that list has no persistent world.
The "MMO" list on this website seems to think so. In D3, you play with 4. In WOW, you play with 5 to 25 (in pve) mostly.
Yup. That about covers it in one sentence.
Hopefully the OP will be dealt with
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thats ok, battle arena or dota style, my point is that its just a team deathmatch game as i stated in parenthesis.
D3 is not an MMO or MMORPG. In fact the console versions aren't even on servers. No WoW has towns and an open world where 1000s play side by side.
it wouldnt be multiplayer, let alone massively multiplayer if you couldnt play with all of them. Having servers to hold many people doesnt make it massively multiplayer, that just make it online. IMO. Thats how i see it.
The only MMO I can play with ALL people playing the game is EvE (maybe TSW?) as most are separated by servers.
Well, most MMORPGs do persist your own character's progress. But there is hardly an impact on the game world. While playing your character might have helped some people against some bandits or some other threat. You may have advanced your own quest status but the area might not change (i.e. the bandits / threat is still out there) and the dungeon might be reset after you left.
So the list of MMOs with a persistent virtual world should be rather short.
Even if you consider "Sandbox Games" the interactions between different player driven guilds/factions are not persisted by the game mechanics. Players will log in, play for some time, do some crafting, combat other players, etc. The game might record that a player lost some equipment during a fight. The game might record that some building is now destroyed or abandoned. There will be no traces by which other players may identify what happened. There is no in-game book/scroll which tells other players later on what has happened. The game's lore isn't "updated".
Maybe the feature "persistent virtual world" is impossible to realize. In a small PnP session that might hold true to some extent as the players make their own stories and affect the game world (under the Dungeon Master's discretion) and thus write a new chapter in the game world's lore.
That's beside the point. What counts is if you are multiplayer-ing with a massive number.
Once upon a time....
They can be highly instanced or be arena based. Also be on timers or reset. Doesn't technically have to be persistent.
Whats this massive number anyway?
No, they can't be and truly be an MMO.
You're going to try to pin me to a number? This is where I stop talking, when someone goes idiotic.
Once upon a time....
Oh don't you go running of now young sonny Jim.
Your gonna have to explain it better than just No, they can't. I'm all for learning. Tell me why an MMO can not be one huge arena?
MMORPG.COM has a problem.
The site name was chosen in an era when MMORPG's where very much the "only (online) game in town". The genre has expanded and blurred and evolved. Now the "Model-T Ford Monthly Review" has to somehow justify covering Ferrari's, Fiat's and SUV's as well.
I can understand a persitent world being important in a MMORPG.