tad10
Elisha Dushku
- 5,533
- 599
There are a couple of 100,000 gamers willing to pay a subscription for a (for lack of better terminology) "hardcore" MMO. It's not really what I mean because as a now casual player I too would want to play on this "hardcore" MMO.
However a game for those 200,000 or so players has to:
1. Be designed cheaply (Which means zones not seemless like VG or EQN).
2. Incorporate some new technologies (Be it voxel, destructive zones or something like StoryBricks NPC AI or both). Without new technologies, there's not a lot of reason for people to move from Rift or EQ2.
3. Modernize the UI and reduce button-mashing.
I think the Holy Grail of a seemless world is one of the big stumbling blocks of recent MMOS - it is what hamstrung Vanguard. Had they gone zones they could have finished the world and eliminated most of the bugs.
However a game for those 200,000 or so players has to:
1. Be designed cheaply (Which means zones not seemless like VG or EQN).
2. Incorporate some new technologies (Be it voxel, destructive zones or something like StoryBricks NPC AI or both). Without new technologies, there's not a lot of reason for people to move from Rift or EQ2.
3. Modernize the UI and reduce button-mashing.
I think the Holy Grail of a seemless world is one of the big stumbling blocks of recent MMOS - it is what hamstrung Vanguard. Had they gone zones they could have finished the world and eliminated most of the bugs.