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 Massive Growing Pains Part 3: The Content War
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Very nice article, well written and well reasoned.
It does however leave the question in my mind whether there is still a place for independent developers in this genre, as it seems unlikely that an small indie company would be able to compete long-term with its larger competitors?

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It may be a good artical and have some good points about the money making side of game dev but I couldn't finnish reading it after reading this line.

"But there is no doubt in my mind, after interviewing Jeff and Mike, that World of Warcraft could have been an even bigger success if Blizzard had had a better plan in place for growing World of Warcraft after launch."
(that's why eq2 is doing so well huh...)

That may be your opionin about Blizzards way of going about the expansion but that's how they have always gone about making their games...

It's probably not going to be released till a year after it's announced, but it will be the best mmo ex-pack ever released feature wise...

Need I say more?

-Goply

"FLAME ON!"

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Excellent series of articles overall.
Although I don't agree with everything said, they have proved to offer great insight into the status of the MMORPG genre at the times written.

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I can always enjoy an article like this one as it reveals much of the thinking process behind the game itself. Its also well written and the author's own views are shown to be genuine.

As far as the direction of mmogs its very hard to create any new ideas regarding content, features, and expansion. It would seem all bases are covered. Or are they?

I would like to see in the future a 'live' intervention in game play, such as they did in EQOA. Possibly a team of agents disrupting a guild's involvement during a routine raid. Or just one person. This happened twice in EQOA and was talked about for weeks afterwards. (Our guild leader was killed by a tornado in the desert where none existed in the game...it was two devs...lol..).

Another would be a one month war. Warn all the guilds and players ahead of time. Don't make it a battle won or lost in two or three hours but multi-guild involvement that would go on night after night. Instance maybe? Or a dungeon? EQ2 had something close but was over in twenty minutes. The sight of 25 orcs coming at you gets the heart pumping fast.

Also I would like to see the gaming developers work on a hardware project similar to PS2's hard drive addition. Only on a much larger scale. Such as a 'gaming egg'. Picture a large enclosed device that the player climbs inside of with multiple monitors (or just one), in a laid back leather seat, full bank of gaming controls, air conditioned, with hidden tower rack, and a shaker device with a half horse power motor and cam with sensors (same as vibrating hand controllers but on a larger scale shaking your whole body). Or not?

My point is that I think there are still many new areas of developement that could take place that will continue the 'one up' competition. Personally I'm losing interest in GW quickly and really looking forward to 'Vanguard'. Guild Wars seem to be a compilation of second generation and Vanguard might be a true third generation. Selling hype or the real thing I'm looking forward to its beta.

Fyre
Tribes-EQOA-FFXI-EQ2-GW

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More features are a good thing. Gamers like features, especially when they are easy to use. If they become complex and difficult then its no longer fun. This also is good for game developers as it stimulates creativity.

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A question to the author, the article mentioned the advantages gained by developers using established middleware for their games rather than spending the resources to create a proprietary system.

Could someone give me an example of such systems? I have done some searching for MMO middleware, and so far have only found fledgling products currently in Beta condition. When you consier the time taken to master a middleware or library package is comparable to learning a new language, that can be alot of resources wasted if the package you go with becomes unsupported or does not live up to its claims.




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I for one am getting sick of the whole "static world" concept. I think player-built worlds (well they start with one simple one and develop it) with player-run governments and random instanced events (encounters, random dungeons, etc.), would create a world that players could shape. Let them police themselves for a change.

Also, get rid of exp and leveling! Go with a full skill-based system. And make it so newbies aren't completely helpless for the first 300-500 hours of gameplay. Goals for players could be policial, monitary, power (controlling the biggest and most important guilds), and combat prowless. Oh and guilds would be based on trades and have to be government approved (enough with 1000s of 1-3 member groups with no purpose but hunting for rare items).

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