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22958: Re: [MUD-Dev] The Future of MMOGs... what's next? (fwd)
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From: "Zach Collins {Siege}" <zcollins@seidata.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 14 Jun 2002 04:35:35 -0400 (EDT)
References: [1]
Organization: Kanga.Nu
On Thu, 13 Jun 2002, Talanithus HTML wrote:
> From: "Ron Gabbard" <rgabbard@swbell.net>
>> Personal opinion, the main short-coming with MMOGs is that they
>> are one mile wide, 100 miles long and 6 inches deep.
> I would love to reply to this, Ron, but I really am not following
> what you mean by MMOGs being "6 inches deep." Of all the gaming
> genres in existence, I think MMOGs have the deepest influence of
> all. They allow social interactions, communities, individualized
> representations of one's self... basically the ability live and
> breath in a new world! In effect, I believe that MMOGs are
> actually the deepest gaming experience that has yet been created.
> Perhaps I am misunderstanding what you mean? Could you elucidate
> on your thoughts, please?
Compare and contrast:
Single-player RPGs by the dozens and hundreds.
Pen and paper RPGs by the handful and bucket-load.
Strategy games, both sand-table wargames and computer RTSes.
Team-based games, such as CounterStrike or Team Fortress.
Any other form of game where playing a role and/or tactical (not just
strategical) planning are important.
Find me an MMOG that provides the depth of in-character activity
provided by playing D&D, the depth of plot or world to offer any
player the ability to change their environment significantly, the
kind of rules that provide for best success from in-depth tactics,
the ability to chat while otherwise actively doing things, and still
offers only a moderate learning curve.
I'll probably have to go back to D&D, Dark Reign, CounterStrike, and
social mudding to find the specialised bits that still haven't been
brought coherently together in MMOGs.
--
Zach Collins (Siege)
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