Online gambling opens up a new world for those who love competition. In most MMORPGs, you compete with people from all over the world. I have been able to play lots of online games throughout the years. Most editorial writers, gambling journalist, etc. don't have the time to properly analyze online role playing games. In this editorial, I will tell you:
* What makes a nice online game?
* What makes a BAD online game?
* How do I satisfy everyone as a developer & make money simultaneously?
* The best individual aspects of each game I have played.
* Which games I could not wait to be released, but didn't play when they finally released (& why.. )
* Why no has been able to get it right since Ultima Online...
*As you read this editorial, keep in mind that I am an avid pvp enthusiast.*
Lots of of the worlds are constantly changing. The sheer size of the monumental projects usually equals a wicked launch. Even the billion dollar company, Sony Online Entertainment, failed in this arena with SWG.
It is impossible for a gambling journalist to critique an online game in 6 months. There's so lots of things that change within that time span. Some magazines have realized this & have made adjustments to properly review online games. With that said, everything I mention in this editorial is based on *AT LEAST* a year of playing in each game. I detest leaping from game to the next...
"So Tay, What makes a nice online game for player killers, & pvp lovers?"
Second, you require a huge player base. If there are not people playing, then what is the point?
First off, the game needs to be skill based. It is better in case you are rewarded for strategic thinking over "twitch based" reactions. You ought to seldom have a game that rewards time over skill. Of work, there ought to always be a few rewards for playing longer than someone else, but those rewards should not make you impossible to kill.
Next, there needs to be a point to all of this work. You ought to always have a measurable & basically defined objective to work towards. Sieging castles, obtaining kill points, reaching the top of the ladder, loot acquisition, etc. are all nice ways to keep most pvpers busy.
An attentive & responsive development team is a MUST. You don't require a community where player questions & concerns are ignored for the sake of stockholders. That basically doesn't generate a long lasting game. You definitely should not generate a team of players to collect the concerns of the community then promptly ignore them. *cough SWG*
Speaking of fun, it amazes me that so lots of games regurgitate the same content over & over again. Developers usually use this lame excuse: "Our game is the ideal sandbox for the blah blah blah. You ought to entertain yourself." Even in case you place a child in a room with other babies (lots of toys around), those babies will get bored if the items they must play with don't let them be creative or generate new content. Most of these companies make millions of dollars a month, but cannot afford to hire staff to interact with the players? Imagine visiting a store with nothing but security guards (GMs) & no sales representatives.
Finally, the game needs to be fun. Fun is not a quality that is basically defined. Lots of people find different things fascinating. You already know that I am heavily biased towards pvp(player versus player), so I will continue to focus on that. In order for a pvp game to be fun, the classes require to be balanced. Nothing on the face of the earth is ideal, but the developers require to recognize that group based pvp ought to have classes with defined roles. Games with a more individual approach ought to have balanced characters.
This is only part of this series of articles. It is definitely not a subject that ought to be rushed in my view. Until the next installment, keep killing, keep grinding, & don't waste your time playing games that don't truly reward your efforts.
I require you to imagine a static world. A world where you can complete lots of tasks, but no matter how hard you work, you can NEVER CHANGE A THING.
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