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	<title>Comments on: The Next Step for MMORPGs</title>
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	<link>http://www.mmocrunch.com/2008/01/15/the-next-step-for-mmorpgs/</link>
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		<title>By: uncletoma</title>
		<link>http://www.mmocrunch.com/2008/01/15/the-next-step-for-mmorpgs/comment-page-1/#comment-938</link>
		<dc:creator>uncletoma</dc:creator>
		<pubDate>Tue, 05 Feb 2008 01:05:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/01/15/the-next-step-for-mmorpgs/#comment-938</guid>
		<description>Well, a very nice point of view.
But, imho, the best direction for MMORPG genre is a &quot;look back&quot;, when players aren&#039;t forced to farm and farm and farm, where dungeons was an hobby for a different evening.
When wasn&#039;t incredible weapons, fantastic shield, or mega armour.
Only one kind of them, with a final hard quest (or chainquest), other done with craft and stop.
Such as DAoC before the ****** SI expansion.
A player-based system can work when players aren&#039;t milions, such as on World of Grinding. It work on games with max 50k players such as the fantastic EVE Online.</description>
		<content:encoded><![CDATA[<p>Well, a very nice point of view.<br />
But, imho, the best direction for MMORPG genre is a &#8220;look back&#8221;, when players aren&#8217;t forced to farm and farm and farm, where dungeons was an hobby for a different evening.<br />
When wasn&#8217;t incredible weapons, fantastic shield, or mega armour.<br />
Only one kind of them, with a final hard quest (or chainquest), other done with craft and stop.<br />
Such as DAoC before the ****** SI expansion.<br />
A player-based system can work when players aren&#8217;t milions, such as on World of Grinding. It work on games with max 50k players such as the fantastic EVE Online.</p>
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		<title>By: Petter Mårtensson</title>
		<link>http://www.mmocrunch.com/2008/01/15/the-next-step-for-mmorpgs/comment-page-1/#comment-661</link>
		<dc:creator>Petter Mårtensson</dc:creator>
		<pubDate>Wed, 16 Jan 2008 10:19:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/01/15/the-next-step-for-mmorpgs/#comment-661</guid>
		<description>&lt;i&gt;Players will be the ones giving the quests, making the rules and creating the storylines. Guilds will start wars with other guilds not because there bored, but because they want more land and wealth.&lt;/i&gt;

Yeah, sounds a lot like Eve Online.</description>
		<content:encoded><![CDATA[<p><i>Players will be the ones giving the quests, making the rules and creating the storylines. Guilds will start wars with other guilds not because there bored, but because they want more land and wealth.</i></p>
<p>Yeah, sounds a lot like Eve Online.</p>
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		<title>By: gapper4</title>
		<link>http://www.mmocrunch.com/2008/01/15/the-next-step-for-mmorpgs/comment-page-1/#comment-660</link>
		<dc:creator>gapper4</dc:creator>
		<pubDate>Wed, 16 Jan 2008 08:33:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/01/15/the-next-step-for-mmorpgs/#comment-660</guid>
		<description>lol, sorry about this last post. It was meant for your previous article about MMO cancellations :(</description>
		<content:encoded><![CDATA[<p>lol, sorry about this last post. It was meant for your previous article about MMO cancellations <img src='http://www.mmocrunch.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
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		<title>By: gapper4</title>
		<link>http://www.mmocrunch.com/2008/01/15/the-next-step-for-mmorpgs/comment-page-1/#comment-659</link>
		<dc:creator>gapper4</dc:creator>
		<pubDate>Wed, 16 Jan 2008 08:32:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/01/15/the-next-step-for-mmorpgs/#comment-659</guid>
		<description>You forgot Asheron Call&#039;s 2. Perhaps the most surprising failure of them all since it was developed by an experienced company, well funded, and came on the heels of a very successful first gen MMO.</description>
		<content:encoded><![CDATA[<p>You forgot Asheron Call&#8217;s 2. Perhaps the most surprising failure of them all since it was developed by an experienced company, well funded, and came on the heels of a very successful first gen MMO.</p>
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		<title>By: Jim</title>
		<link>http://www.mmocrunch.com/2008/01/15/the-next-step-for-mmorpgs/comment-page-1/#comment-657</link>
		<dc:creator>Jim</dc:creator>
		<pubDate>Tue, 15 Jan 2008 20:44:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/01/15/the-next-step-for-mmorpgs/#comment-657</guid>
		<description>LoTRO won awards because they did an awesome job with the Middle Earth license.  How many licenses have been turned into awful games?  You can&#039;t even count that high (and here&#039;s a hint:  it&#039;s not because you can&#039;t count high).

They obviously copied generously from WoW&#039;s gameplay/UI, but isn&#039;t that how we&#039;ve gotten some of the best games in recent years?  Hardly any of the best games themselves are groundbreaking--the focus on technical or gameplay innovation usually comes at the expense of other areas.

The problem with player content has been and always will be quality control.  I have a hard time envisioning a system that effectively gets around this hurdle in a way that will appeal to the vast audience of WoW, because as Droniac noted there are many instances of interesting concepts in niche MMO markets.  They key is how do you turn it into a multi-million-subscription game?</description>
		<content:encoded><![CDATA[<p>LoTRO won awards because they did an awesome job with the Middle Earth license.  How many licenses have been turned into awful games?  You can&#8217;t even count that high (and here&#8217;s a hint:  it&#8217;s not because you can&#8217;t count high).</p>
<p>They obviously copied generously from WoW&#8217;s gameplay/UI, but isn&#8217;t that how we&#8217;ve gotten some of the best games in recent years?  Hardly any of the best games themselves are groundbreaking&#8211;the focus on technical or gameplay innovation usually comes at the expense of other areas.</p>
<p>The problem with player content has been and always will be quality control.  I have a hard time envisioning a system that effectively gets around this hurdle in a way that will appeal to the vast audience of WoW, because as Droniac noted there are many instances of interesting concepts in niche MMO markets.  They key is how do you turn it into a multi-million-subscription game?</p>
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		<title>By: Droniac</title>
		<link>http://www.mmocrunch.com/2008/01/15/the-next-step-for-mmorpgs/comment-page-1/#comment-656</link>
		<dc:creator>Droniac</dc:creator>
		<pubDate>Tue, 15 Jan 2008 18:22:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/01/15/the-next-step-for-mmorpgs/#comment-656</guid>
		<description>Actually all of what you said isn&#039;t exactly new. Players creating the quests and storylines is particularly old, e.g.: Graal Online, EVE Online, Mankind &amp; 10SIX. Likewise for guilds fighting over land and wealth and affecting the game for everyone in doing so, e.g.: EVE Online, Mankind, Ultima Online &amp; 10SIX. As for people gaining rewards for killing top players, that&#039;s basically what the bounty system in EVE Online ensures. Although you could also look at it in the Archlord/RF Online kind of way: with top players gaining huge special buffs, but also highly distinguishable aura&#039;s and great benefits to whomever kills them.

So yes - just about everything you&#039;ve mentioned has been done, quite a few times, long ago. They&#039;ve merely been abandoned by game developers, because all those old games have proven is that most gamers don&#039;t care for such systems... and the regular WoW-like PvE game is much more appealing for the masses.</description>
		<content:encoded><![CDATA[<p>Actually all of what you said isn&#8217;t exactly new. Players creating the quests and storylines is particularly old, e.g.: Graal Online, EVE Online, Mankind &amp; 10SIX. Likewise for guilds fighting over land and wealth and affecting the game for everyone in doing so, e.g.: EVE Online, Mankind, Ultima Online &amp; 10SIX. As for people gaining rewards for killing top players, that&#8217;s basically what the bounty system in EVE Online ensures. Although you could also look at it in the Archlord/RF Online kind of way: with top players gaining huge special buffs, but also highly distinguishable aura&#8217;s and great benefits to whomever kills them.</p>
<p>So yes &#8211; just about everything you&#8217;ve mentioned has been done, quite a few times, long ago. They&#8217;ve merely been abandoned by game developers, because all those old games have proven is that most gamers don&#8217;t care for such systems&#8230; and the regular WoW-like PvE game is much more appealing for the masses.</p>
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