lewtz
100+ Head-Fier
- Joined
- Feb 26, 2006
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Quote:
the band idea is VERY similar. Actually pretty damn good.
The "world" is ongoing. They are setup by servers. Each server can hold a certain amount of people without being to crowded. They also need a certain amount of people in order to have enough so people can interact. I'm not sure the "right" amount of people for a WoW server. At one point a long time ago, the magic number online in an EQ server was 3000. But that was years ago. I'm pretty sure it increased as more expansions were released and room for people to move about.
Anyhow, the "world" is always going on. You die, your corpse lays where you died, you reappear at a certain spot you had setup through a spell, or altar, or whatever.. and you have to get your corpse you get your stuff back. Some games have a way to summon your corpse to you. Some games, you have to be close to summon a corpse. All games have some sort of penalty for dieing. Normall it is a little bit of experiance. Some games have it be experiance and damage to your equipment (meaning you need to get it repaired or it might break).
But no matter what, the world goes on. There is no game over per say.. and there is no end either. That's the draw. Always something to do. Using everquest as an example again.. it came out in 1999. There are now over 11 expansions to it. The "game" is probably close to 9x the size it originally was.
But one thing all MMORPG's have in common, is the threadmill. Plan and simple. This article, http://www.gamespy.com/articles/700/700336p1.html poses the idea that MMORPG's change, due to the grinding of experiance being old at this point. That's pretty much what myself and friends decided, and reason we don't playmore. It's nots the games themselves, but its the fact that nothing REALLY innovative has came out since UO/EQ. Everything since then has been same game, different textures. That's the problem. Only reason WoW is doing so well, is it combines all the current game design elements in a good package, while appealing to fantasy fans ,people tired of Sony Entertainment (makes of EQ),Warcraft,Diablo, and just general Blizzard fans due to name alone. It also incorporates PvP (player vs player) and PvE (player vs enviorment) well.
the way these games are being explained it reminds be of HS marching bands where 300 people compete as one unit....even if it was an extracurricular we took it very seriously. i got a question: if one's character dies does the game start all over? how would that work with these large "guilds"? |
the band idea is VERY similar. Actually pretty damn good.
The "world" is ongoing. They are setup by servers. Each server can hold a certain amount of people without being to crowded. They also need a certain amount of people in order to have enough so people can interact. I'm not sure the "right" amount of people for a WoW server. At one point a long time ago, the magic number online in an EQ server was 3000. But that was years ago. I'm pretty sure it increased as more expansions were released and room for people to move about.
Anyhow, the "world" is always going on. You die, your corpse lays where you died, you reappear at a certain spot you had setup through a spell, or altar, or whatever.. and you have to get your corpse you get your stuff back. Some games have a way to summon your corpse to you. Some games, you have to be close to summon a corpse. All games have some sort of penalty for dieing. Normall it is a little bit of experiance. Some games have it be experiance and damage to your equipment (meaning you need to get it repaired or it might break).
But no matter what, the world goes on. There is no game over per say.. and there is no end either. That's the draw. Always something to do. Using everquest as an example again.. it came out in 1999. There are now over 11 expansions to it. The "game" is probably close to 9x the size it originally was.
But one thing all MMORPG's have in common, is the threadmill. Plan and simple. This article, http://www.gamespy.com/articles/700/700336p1.html poses the idea that MMORPG's change, due to the grinding of experiance being old at this point. That's pretty much what myself and friends decided, and reason we don't playmore. It's nots the games themselves, but its the fact that nothing REALLY innovative has came out since UO/EQ. Everything since then has been same game, different textures. That's the problem. Only reason WoW is doing so well, is it combines all the current game design elements in a good package, while appealing to fantasy fans ,people tired of Sony Entertainment (makes of EQ),Warcraft,Diablo, and just general Blizzard fans due to name alone. It also incorporates PvP (player vs player) and PvE (player vs enviorment) well.