Stormcrowfleet
Aeon & Star Interactive
- Joined
- Sep 23, 2009
- Messages
- 1,028
Ultima Online
Raph Koster (UO/Star Wars Galaxies) is developing his own "next gen" MMO so you're probably getting your wish in a couple years from now.Ultima Online
Elderscrolls online is one of the most popular theme park MMO now, and Conan is one of the best sandbox survival/minecraft/mmo like. Other option would be ark or 7day to die i think. So yes you maybe already have the ultimate mmo , for whats its worth...ive got conan exiles and elder scrolls online on my gaben but havent touched them
have i already got the ULTIMATE mmo in my collection?
Well Vanguard had one giant world with no zones so I liked it. It didn't feel like some game you were playing it felt like a huge world. You could go and kill a noob in noob town if you wanted to. Then City of Heroes added a good degree of freedom in moving about the environment and making your character unique with powers. The whole point is to make you try to survive a harsh world, not be hand held the entire time. Becoming a Lich in Vanguard was the high point of my short MMO career. I had to travel to enemy territory to do quests which meant I would need to avoid the other factions that lived on that continent. I went over there with a friend to grind out the enemy faction quest that let you get a panther transformation and run real fast. We fought off multiple waves of whatever faction those guys were playing as while farming some mobs to get the points to get the reward. Why the game got so much hate I will never know. MMO's always have bugs. Vanguard offered freedom unparalleled in MMO's, but WoW existed so everyone went to playing it or Dark Ages of Camelot.
I think the reason why MMOs as we knew them have/are ending is because the core of what made them special (social interaction, shared goals/cooperation, competition, a sense of discovery and progress) has fractured into other forms of online media or other games. MMOs were very much a fixture of the pre-social media age. I think in order to make an MMO (as we understood them before) you would have to enforce a sense of exclusivity and culture around their communities, as it's the communities, and the nature of the internet, that have changed.
No lockon/"tab target" combat. Git gud or git left behind.
It also limits the depth of the combat to what can be managed in twitch-action, and makes the game a LOT more lag-sensitive.To put that another way, tab targeting is more relaxing and makes text chatting relatively easy, so people do it more. Action combat is more exciting, certainly for single player, but by that very token it's more frenetic and takes up mental space that could otherwise be used for chatting.
A good mix of open-world and instanced content. Back when I played korean MMOs instances were rare, and competition for even regular monster spawns was common. Almost every game was like this. It was frustrating. Then instances came, and some games went full instances, some forced grouping to be able to enter. I'm sure there's a good balance in there somewhere.
I think the reason why MMOs as we knew them have/are ending is because the core of what made them special (social interaction, shared goals/cooperation, competition, a sense of discovery and progress) has fractured into other forms of online media or other games. MMOs were very much a fixture of the pre-social media age. I think in order to make an MMO (as we understood them before) you would have to enforce a sense of exclusivity and culture around their communities, as it's the communities, and the nature of the internet, that have changed.
I agree with this 100%
Also, nothing destroys immersion like hearing a bunch of basement dwelling edgelords chatter over voice comms.
The way players communicate can radically alter the gameplay experience.
I've actually kinda pondered, "What would make such a thing even possible?". In order to remain an MMO, the game has to interface with some kind of shared world at some point. Otherwise it's not MMO. In order to have an offline mode, and not simply be a single-player game with an online capability, it needs to somehow retain data integrity (not be hacked/cheated) while running on a completely hostile platform (the client PC). Otherwise, because the client PC must be regarded as completely hostile and enemy-controlled, if this player is allowed to return to the multiplayer world, he can cheat (and if the player is not allowed to return, it's not an MMO with offline mode, it's a single-player game with an online mode).Offline mode
At a certain point people are just asking for a single-player game.Well, that would certainly be a much less stringent demand, if what he asks for is merely "an offline sandbox mode attached to an otherwise MMO game". But I was just reading it as "the guy hates the nature of online play" and was wondering as a thought exercise if it was even POSSIBLE to create a game that was still an MMO yet somehow catered to this deep aversion to being online, dealing with the public, the lag, etc., enabling such an audience to still play the game as an MMO but strictly limit the need to even be online at all. Because unless you just have this deep antipathy for online-ness, a simple sandbox server is not uncommon within existing MMOs. They are, of course, still online, but if what you simply want is a no-consequences test sandbox, this is already offered, just not offline.
Pretty much this. Pirate UO servers still exist to this day in Brazil.Ultima Online
If Mass Effect was an actual RPG and they turned it into an MMO. Space magic + shooting with sprawling story-based quests and deep chardev. Kinda like Warframe is but without the edgy aesthetics. Also without turning into a shitshow like Warframe did.