[MUD-Dev] The Future of MMOGs... what's next? (fwd)

Zach Collins {Siege} zcollins at seidata.com
Fri Jun 14 04:35:35 CEST 2002


On Thu, 13 Jun 2002, Talanithus HTML wrote:
> From: "Ron Gabbard" <rgabbard at 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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