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MMORPG Translations Suck!

Posted by lordaltay1 Friday June 27 2008 at 11:31PM
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I’ve played countless free MMORPG games and I’ve noticed that almost every single one has something in common; garbage translations. Free MMORPGs released in the United States and Europe avoid this problem but it’s upsetting that so many good MMORPGs are plagued with poor translations. Games like Holic Online and RF Online would be a lot more fun in they had better translations, as both games try to incorporate some sort of plot within the game, but the broken English makes users want to skip it. When I played Holic Online, I would find myself trying to decipher the NPC dialogue, as it was so poorly worded.

The single best example of a game with poor translations is Magic World Online. There are so many things that got lost in translation that I don’t know where to begin. Two of the final job advancements for a Magician are called “Dragonbaking Master” and “Freezing Uranus”. What in the world is a Dragon Baking master? Is it supposed to be some sort of chef that specializes is preparing dragons? I can’t remotely fathom how that class title could at all be intimidating or even sensible. I’m not even going to start with “Freezing Uranus”. If you go ahead and pick “Freezing Uranus” you’re going to be ripped on by both your friends and everyone in the game. I’m not even joking; these are two different job advancements from Magic World Online.

Magic World Online Classes

The fun doesn’t stop with the classes in Magic World Online; the game also has some ridiculous quest dialogue. The game definitely has the most absurd dialogue I’ve seen in any other game.
Actual Quest Dialogue:
NPC Name: Mysterious Beggar

Let me get this straight. This BEGGAR is offering to trade me a “GOD’S created stone” for a piece of fried chicken? How on Earth did a beggar manage to get his hands on a gem created by god? If this guy can find a God’s Gem, he shouldn’t have too much trouble selling it and buying his own fried chicken! Couldn’t the developers have spent an extra minute and rewrite the quest dialogue so it doesn’t sound so absurd? They should have just called the gems something like “attack stones” or something else that wouldn’t make the quest dialogue sound so silly. Please publishers, if you’re going to spend millions bringing a game to the United States, please don’t cheapen out on the game’s translations!

Source:

http://mmohub.org/2008/mmorpg-translations-suck

Top Five Graphically Impressive Free MMOs

Posted by lordaltay1 Thursday June 26 2008 at 2:21PM
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5. Holic Online
Holic Online just barely made it on this list. The game has absolutely gorgeous 3D anime inspired graphics. Holic Online definitely blows away every other “cartoony” game in terms of graphics. The only other “cartoony” game that can almost hold its own against Holic Online is Dream of Mirror Online, but Holic Online still gets the #5 spot on this list.

Holic Online Screenshot

4. Sword of the New World
Sword of the New World is probably one of the most visually impressive games out there and even more noteworthy is the game’s soundtrack. Sword of the New World has a completely original and remarkable soundtrack that’ll keep you entertained while grinding. The game also has incredibly unique game play where players get to control up to three different characters at once.

Sword of the New World Screenshot

3. Project Torque
Project Torque probably has the best graphics for any MMO in the sports genre. Everything from the game’s environments to the vehicles are stunning. Aside from graphics, Project Torque is a solid racing game, and a must play for gamers that are tired of all the cartoony racing games out there.

Project Torque Screenshot

2. Rohan
Aside from having incredible visuals, Rohan Online has a large community and balanced game play. Rohan is one of the best free MMOs to be released in a long while, so if you haven’t played it, I recommend you at least check it out.

Rohan Screenshot

1. Perfect World
Perfect World definitely has some of the best graphics I’ve seen in a long time and even holds its own against some of the best looking pay to play MMORPGs. Everything from the game’s character models to the water is beautifully rendered. If you haven’t played Perfect World yet, I strongly recommend that you do, as the game is definitely one of the best free MMORPGs released to date.

Perfect World Screenshot

Source:

http://mmohub.org/2008/top-five-graphically-impressive-free-mmos

More Character Classes Please!

Posted by lordaltay1 Wednesday June 25 2008 at 1:24PM
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Every time I download a new MMORPG game, I pray that the game has a large selection of classes, as I’m tired of playing games that only have 3-4 different classes. The more classes a game has, the more unique each person is in the game world, as if there are only three classes, a third of the game’s population is the same class you are. Aside from adding individuality, a game with a large selection of classes also has a lot of replay value. If I enjoyed an MMORPG game, but got tired of it after some time, odds are I’ll go back and create a new character and choose a class I haven’t played yet to experience the game in a new way.

One game with very few playable classes is definitely Eudemons. Eudemons currently has three playable classes; Warrior, Mage and Paladin. The third class, paladin, was actually just released within the last month or so, so the game had only two classes for most of it’s existence. Having two classes wouldn’t be a problem if the game has unique character development and growth, but unfortunately Eudemons lacks any sense of individuality, if you play a mage every other mage in the game will be almost exactly like you. To be fair, Eudemons isn’t a terrible game. The game is unique in the sense that it has incredibly fast paced leveling and a unique pet system. TQ Digital, the company Behind Eudemons is notorious for churning out unoriginal clones of their older games with revamped graphics. Crazy Tao, for example, is another game made by the same company as Eudemons and for all intensive purposes is the same game as Eudemons, but with more anime graphics.

If adding more classes to a game is too difficult, I urge developers to at least add more “job advancements” to their games. When I’m playing an MMO I don’t want a third of the entire game’s population to be exactly like me. One game that had an excellent job advancement system is Magic World Online. Although the game only had four playable classes, the game more than made up for it by having four job advancements. I’m not claiming that the game with the most playable classes is the best game out there, but having more classes in a game definitely adds to the game’s enjoyment and replay value.

Magic World Online’s Job Advancement system:

Source:

http://mmohub.org/2008/more-character-classes-please

No More Fantasy MMORPGs Please!

Posted by lordaltay1 Tuesday June 24 2008 at 10:30AM
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Developers need to start turning on their creativity switches and start to move away from the generic fantasy MMO theme. There’s nothing wrong with fantasy games, but that particular market is so incredibly saturated now. As an avid MMORPG gamer I want to see new games that aren’t fantasy themed. Believe me; I’ve slain enough Orcs for two lifetimes. Games like Neosteam and Age of Armor are both breaths of fresh air in the realm of MMORPGs. I’m not claiming that Neosteam and Age of Armor are great games, but they’re at least something different.

Neosteam is a “steampunk” themed MMORPG. Steampunk may be a genre you haven’t heard of before, but in simple terms, it means a mix of sci-fi and fantasy, usually featuring large steam powered buildings / robots. Neosteam isn’t exactly a unique concept, as it plays like every other MMORPG, but the game does change the environment around, and that’s definitely a welcomed change. Another interesting game that I’ve recently played was RF Online. The game marketed itself as a sci-fi game, but for all intensive purposes it played just like every other fantasy MMORPG, but with a few distinctions; most notably, the game’s environment. The sci-fi environment and sci-fi weaponry was a welcomed change, even if the game’s core mechanics were almost identical to every other MMORPG.

Another non fantasy mmorpg game which I found to be interesting is Age of Armor. The game actually looks and feels like a drastic change from your average fantasy MMORPG. You actually get to kill space aliens with guns and huge robots. Unlike RF Online, all the environments and weaponry in Age of Armor are sci-fi themed. Once again, Age of Armor doesn’t reinvent MMORPG genre, but the environments are different than your average MMORPG game. The reason I actually went out and downloaded Age of Armor was because the game was sci-fi themed. I simply wanted to try a genre other than fantasy.

Unfortunately, with the massive success of World of Warcraft, developers will continue to churn out fantasy titles, as they want to stick with a model that has worked in the past, and the fantasy genre has been the most successful. I would however, like to see developers get a bit more creative, as nearly every fantasy environment looks identical these days. I’m not claiming that fantasy games aren’t good, but I would like to see some new non-fantasy games released.

Source:

http://mmohub.org/2008/no-more-fantasy-mmorpgs-please

Are MMORPGs Becoming too Accommodating?

Posted by lordaltay1 Monday June 23 2008 at 3:27PM
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In order to compete in the rapidly growing MMORPG market, developers are definitely trying out new things. When I first started playing MMO games back in 1999, games like Ultima Online and Everquest offered no tutorials at all, and players had to figure out what to do. Games are becoming more and more user friendly and now involve more in-depth tutorials than ever before. Games like Eve Online and MapleStory both offer lengthy tutorials, the Eve Online tutorial being just about an hour long. In order to try something new, Martial Heroes and Magic World Online both decided to try and make their game as convenient as possible for players.

Martial Heroes, a 3D MMORPG set in the ancient orient, is probably one of the most accommodating MMORPGs on the market. The game’s developers tried their best to make sure players start off with enough equipment and supplies to enjoy the game. Unfortunately, the developers over did it. All new characters in Martial Heroes start off with 1,000 HP & MP potions, all the skill books they’ll need for the first few levels, a mount and a set of free equipment. There’s nothing wrong with starting new players off with some basic equipment and a handful of potions, but it’s clear that the developers went overboard with handouts. Being convenient is one thing, but giving new players everything they could possibly need takes away any challenge an MMORPG has and the fun of having to save up for an awesome new sword.

Magic World Online actually makes itself even more convenient than Martial Heroes. The game has a built in “bot” which actually plays the game for you. The “bot” doesn’t just grind, it loots, uses potions, and even runs away when your HP is low. If you do happen to die in Magic World Online while using the game’s “bot”, have no fear, as the “bot” will run all the way back to the place where you died, and resume grinding for you. Players can easily configure the “bot” to use skills and spells as well, and to even run back to town and sell the loot you gather while grinding. If you don’t like grinding you may be thinking that this is an awesome idea, but it’s not. You’ll never actually play Magic World Online, as the game plays itself. It’s sort of like Progress Quest, but with graphics.

Source:
http://mmohub.org/2008/are-mmorpgs-becoming-too-accommodating

Have MMORPGs perfected cloning or does character creation suck?

Posted by lordaltay1 Sunday June 22 2008 at 11:55AM
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The single least developed component of most MMORPGs is character customization. When I enter the character creation screen, I’m constantly disappointed with the options I’m presented with. Most games usually let me change my face or hair, but that’s about the extent of customization in those games. I don’t understand at all why developers haven’t expanded on this feature. Is it too much to ask for to look unique in an MMORPG world? It’s upsetting to see everyone running around looking EXACTLY like my character, as it takes away from the uniqueness of my character. Even games like World of Warcraft have extremely limited character customization, as players can only change their skin color, face, hair style, hair color and facial hair. The two games I’ll analyze today are WYD Global and Perfect World.

The game I’ve found with the absolute least character customization is WYD Global. The game isn’t bad for a free MMORPG, and is actually pretty enjoyable, but has absolutely NO character customization. Upon entering the character creation screen in WYD Global, you’ll be presented with four different classes, each standing on the screen. Upon selecting which class you want to be, you’ll be presented with a text box to enter your character’s name. You can’t change your character’s gender. What in the world were the developers of this game thinking? Would it have been so much extra work to allow players to at least be able to change their gender? The only female characters in this game are mages, which are oddly called “foemas” in WYD Global. Don’t think the game makes up for the lack of character customization with a wide variety of classes, as there are only four. Games aren’t like Gauntlet legends anymore, players like character customization!

The game with the best character customization of all time is definitely Perfect World. I bet you didn’t expect me to name a free to play game, but surprisingly Perfect World is indeed free to play. The game is immensely popular in China, and has only been recently licensed to Cubinet, a Malaysian publisher. Luckily, English is a common language in Malaysia, so the game is open to US players. Upon making your character in this game, you’ll be blown away with the options you’ll be presented with. Players can everything about their character from nose length to the distance between your eye brows. Unlike most MMO games where each customizable component of your character has only a few different styles, Perfect World has so many options. For skin color and hair color, players can choose almost any color from a color grid. The game has nearly limitless options for customization, and if you spend some time customizing your character, odds are you’ll never see someone that looks exactly like you. You can customize just about ANYTING you can think of in Perfect World, and yes, females can indeed make their breasts bigger. Just so you folks understand the extent of which you can customize your character in Perfect World, I’m going to show you a screenshot of my character. I guarantee you won’t be able to show me another game that lets you do this. Keep in mind, I tried to make my character look as obscure as possible to demonstrate the extent of Perfect World’s customization; there are plenty of options to make your character look normal.

My Perfect World Character

Source:

http://mmohub.org/2008/have-mmorpgs-perfected-cloning-or-does-character-creation-suck

Top 5 MUST have features in MMORPGs

Posted by lordaltay1 Saturday June 21 2008 at 3:11PM
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With the explosive growth of the MMORPG market, it’s upsetting to realize that a lot of MMORPGs are lacking simple features that would greatly enhance the enjoyment of that particular game. New games are coming out almost every week and developers still exclude some obvious must have features. Developers please take note of these features and try and include them in future projects. The top five must have features in MMORPG games are as follows:

5. In game messenger.
This is one feature that has been becoming more and more popular in newer games today, but plenty of games still don’t have it. Even World of Warcraft, one of the most popular MMORPGs on the market, lacks an in game messenger system. One can easily argue that using the game’s regular chat system would be just as effective as implementing a messenger, but when chat becomes cluttered with messages and advertisements to sell equipment, it can become hard to track what someone just sent to you. Free games like Fly for Fun and Gunbound both include an extremely functional messenger.

4. Regularly updated Content
What better way to keep players hooked to a game? All MMO games need new content every so often; otherwise players will get bored after they do everything the game has to offer. The best example of a game that updates regularly with new content is Eve Online. CCP, the game’s developers, try and release a free new expansion pack every year. World of Warcraft has also been on top of this, as they’re expected to release Wrath of the Lich King soon, but it would have been much better for players if the new content was free, as players who don’t buy the expansion would be at a disadvantage.

3. PvP
Too many games today, mostly free ones, don’t have a PvP system. For a lot of players, the only real motivation to “grind” through the games content is to become the best player in the game, and the best way to prove you’re the best is to be able to beat everyone else in a fight. Implementing a PvP system can also keep players from getting bored of a game. Once you hit the level cap in a game, and the game doesn’t have PvP, there really isn’t anything left to do.

2. A Player driven economy
The most important aspect of an MMORPG community for me is the game’s economy. What’s the point of being rich in a game if you can’t buy anything with the game’s currency? The best example of a good player driven economy is Goonzu: Rise of the Luminary. In Goonzu, in order to purchase new equipment, even low level equipment, you would have to buy it from another player. Almost everything from crafting materials to quest items would have to be purchased the game’s auction house. If you wanted to sell your loot after a successful hunt, you wouldn’t go to the local NPC, but would have to sell it to another player through the game’s market place. The price of every item in the game is determined by actual market forces of supply and demand, as the game’s few NPCs only sell very basic items and pay nearly nothing for all items sold to them, no matter how powerful the item, the NPC will only pay pennies.

1. An Auction House
Every MMORPG has some sort of in game trading system, so why not make the trading and commerce almost infinitely better by including an auction house system where players can put up their items for sale and go do something else, rather than standing around for hours at a time trying to sell their wares. The game most notorious for a sloppy trading environment is MapleStory. [See below]. It’s nearly impossible to try and sell your rare items in MapleStory, as players won’t even get a chance to see you! The trading area is packed. An auction house would also be an excellent way to eliminate trading fraud and scamming.

Look what happens when an MMORPG doesn’t have an Auction House:
MapleStory_Free_market

Source:

http://mmohub.org/2008/top-5-must-have-features-in-an-mmorpg

MMO Questing

Posted by lordaltay1 Friday June 20 2008 at 8:42PM
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Most MMORPG games today offer an alternative way to gain experience other than grinding; questing. The problem with questing in MMORPGs is the lack of creativity and effort put forth by the developers. Almost every MMORPG has the standard “Go outside town and kill X amount of Y Monsters”. Replace X with a quantity and Y with a type of monster. Another very common quest you’ll find in most MMORPGs is the “Take this letter and hand it to the guy standing next to me”. Why do quests have to be so dull? There are only two MMORPGs I know that actually have a well thought out questing system; World of Warcraft and Maplestory.

It’s no surprise that World of Warcraft actually has a well designed and interesting quest system, as the game does has 10 million subscribers worldwide. The game’s quest dialogue was always very well written and the quests weren’t always go outside town and kill some monsters. Completing a chain quest also made you feel like you accomplished something and each step along the way, you were fed bits of information that kept you interested in the quest. When I first completed the Defias Brotherhood quest line In World of Warcraft It actually felt like I was in the game, as the quest actually kept me engaged with the game.

Maplestory also has a surprisingly good quest system. The quests in MapleStory aren’t good because they’re well written or tell an epic tale, but they’re incredibly fun because they’re so unique. Players can get together and participate in party quests where players get to work together to solve puzzles and defeat monsters. The puzzles are all actually very unique, as players get to actually do something other than grinding. MapleStory also has a series of incredible platforming quests where you’ll have to try to get to the end of a stage by jumping on platforms while dodging electricity and other obstacles. MapleStory also has all the “Go out and kill X of Y monster” type quests, but the fact that the game actually did some unique was definitely a welcomed change.

I’m looking forward to seeing what developers come up with next as far as questing goes. I’m a bit disappointed that the latest MMO games haven’t created anything new, as it seems like developers are too scared to try something new.

Source:

http://mmohub.org/2008/mmo-questing

MMORPGs: The Leveling System

Posted by lordaltay1 Thursday June 19 2008 at 8:28PM
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Almost every Mmorpg today, free to play or pay to play, has the same system of advancement, and that’s the leveling system. There are so many things wrong with the leveling system that I’m surprised it’s still the standard today. Games like Eve Online and Ultima Online both have unique systems based on skill gain rather than simply “leveling up” to get stronger. Players instead focus on training specific skills and become more proficient at what they character does, rather than just *Ding* I’m stronger now.

The leveling system unbalances dueling and PvP. If you’re a level 30 warrior, theres no way in hell you’re going to beat a level 45 player, even if you have superior equipment, as you probably won’t even hit them, as the level difference tilts the outcome of the fight on the higher level player almost all of the time. Under the standard Mmorpg leveling system, there is no motivation for lower level players to participate in PvP as they will always get destroyed by higher level players. In World of Warcraft, higher level players are free to slaughter lower level players anywhere in the game, which can get frustrating. There is nothing wrong with stronger players killing weaker players, but when that weaker play has absolutely no possible way to defend himself it can ruin the game.

The leveling system promotes grinding. Players will always want to reach the highest possible level and will grind for hundreds of hours to do so, and grinding isn’t fun. Players have the mentality that once they become stronger and reach maximum level they’ll start to have more fun. It’s like working for hundreds of hours with the goal of having fun in the future. Games like MapleStory and Perfect World are notorious for this kind of game play, where players are disillusioned to believe that once they are higher level, they’ll have more fun. The leveling system also allows developers to introduce cheap new additions to their games like “increased level cap” or “faster experience days” rather than actual new content.

Two games that totally reinvented player advancement in MMOs are Eve Online and Ultima Online. Both games have absolutely no leveling. In order to progress in Eve Online, players have to select a skill in order to train and training that particular skill will take anywhere from a few hours to a few days. This sort of progression system allows for players to be able to fully customize and control their character growth, as they’re selecting what to become proficient with, rather than the game controlling their growth. Since players simply can’t be good at everything in Eve Online, they usually choose to specialize in certain skills, but the fact that there are thousands of ways to build your character’s skills makes Eve Online a unique gaming experience. There Is an obvious drawback to this system though, as players who started playing when the game was first released simply have more skills trained than people starting the game today.

Players in Ultima Online advanced by actually using the skills they wanted to become proficient in. Players that wanted to become swordsmen would have to physically equip a sword and start killing monsters with a sword weapon equipped. Players wouldn’t advance based on how many monsters they killed, but rather how many times used their sword in combat. The game had over 30 different skills, all of which could be used by anyone in the game. The game did have a skill cap of “700” which meant that players could only have a total of 700 skill points and Each skill could be improved up to a maximum of 100. This system allowed players to be 100% in control of their characters development. If you wanted to have 50 of skill X and 70 of skill y and 25 of skill z you had the freedom to do so. There were almost infinite different ways to grow your character. Another positive aspect about Ultima Online’s skill system was that players could at any time decide to forget a particular skill and work on another one, which allowed players to reshape their characters from a warrior to a blacksmith at anytime. This sort of character development led to the birth of hybrid classes like “Tank Mage” where players would advance a mixture of both warrior skills and magician skills.

Unfortunately, developers today have all almost abandoned the idea of non level based progression. Since the wild success of World of Warcraft, developers will most likely try and copy the success that World of Warcraft. Developers simply don’t want to risk trying to reinvent a system that has been working for years.

Source:

http://mmohub.org/2008/mmorpgs-the-leveling-system

MMO Game or MMO Grind?

Posted by lordaltay1 Wednesday June 18 2008 at 10:25PM
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Mmorpg games today require way too much grinding. This isn’t a new trend, as the leveling system has been with us since the dawn of the online games, but I’m surprised that developers haven’t found a new way to allow players to advance. The most enjoyable aspects of MMORPG games aren’t killing rabbits and snakes, but rather raiding with friends and participating in PvP. When was the last time you heard your friend tell you the time he killed orcs for six hours straight and had a blast? Not often I hope. Some games actually deal with the grind a lot better than other, as World of Warcraft actually had interesting quests which were also a great source of experience, but games like MapleStory were all out grind fest with nothing else to do but grind.

 

When I quested and grinded my way to level 60 in World of Warcraft [Pre Burning Crusade] it really didn’t feel like a chore, as I was constantly questing or instancing with friends. World of Warcraft actually handled the leveling system very well, as there were alternatives to grinding. I did however at times find myself grinding for hours at a time after I finished all the quests I could find. These weren’t fun times, but I kept telling myself that once I hit level 60, I’d be have more fun, and I did. The problem was getting to 60.

MapleStory, a free Korean Mmorpg, is the epitome of grind. The only way to level up is to grind, and unlike World of Warcraft where you can reach maximum level in a month or so of casual play, it’ll take well over six months of hard core playing to reach level 100, which is only half way to the game’s level cap. Another problem in MapleStory was that combat wasn’t at all interesting, but rather an absolute chore. It wasn’t time efficient to kill monsters in MapleStory that didn’t die in single hit, as you could get significantly more experience one hitting lower level monsters than two hitting higher level monsters. In order to level up once at level 60 or so, you’d have to slaughter 7,000 monsters, which can be extremely time consuming and definitely not fun, as it wouldn’t be at all challenging.

Games like Fly for Fun and Hero Online also have similar experience models where killing higher level monsters isn’t as efficient as slaughtering lower level monsters en masse. Another problem with these games are that the experience needed to level up increases exponentially as you level up, which makes the grinding even more of a chore. I’m hoping that one day developers find a new way for players to advance and spend more time actually playing the game, rather than grinding to a high enough level to be able to enjoy the game.

source

http://mmohub.org/2008/mmo-game-or-mmo-grind

The Evolution of PvP

Posted by lordaltay1 Monday June 16 2008 at 9:06PM
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Player Housing, Where is it?

Posted by lordaltay1 Monday June 16 2008 at 8:57PM
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There can be no denying that the MMORPG genre has made great strides over the past decade. Games like Rohan: Blood Feud and Perfect World have graphics that blow Ultima Online and Asheron's Call out of the water. But both those older games had something that few games released today days do: Player Housing.

Some of my best memories during the dawn of the MMORPG genre were spent alone inside my own dwelling. Hours could be spent decorating and designing a large house. These houses not only served as a distraction but often doubled as live event locations. For example, the head quarters of a powerful guild in Ultima Online would serve as a PvP hot-spot. Newer games like World of Warcraft have had to bypass these player generated action zones with artificial PvP zones like the Battlegrounds and the Arena. Now don't get me wrong, both of those are great features in WoW but they do have a structured feel to them. I prefer my virtual worlds to be player driven.

Some games have implemented player housing in a lousy manner. For a good example of this look no further than Dark Age of Camelot. Rather than making houses a geographic feature of the main land, entire new zones were created to act as house parks. Expensive monthly rents were attached to house ownership which made them impractical to anyone outside a major guild.

With the success that World of Warcraft has enjoyed, there doesn't seem to be much demand for playing housing. But with the MMO market growing so fast, there must be a few developers willingly to experiment with this long neglected feature. I would like to point out that a recently released 2D free to play game called Wonderland Online has a very basic housing system. Each player can pitch a tent which can then be decorated. The tent will appear in the game world and other players may enter if the owner permits.

Hopefully we'll see more in depth housing features in the MMORPGs of the future. How soon and to what extent housing is implemented in tomorrows games depends on how much value we put on it. Please share your thoughts on player housing in MMORPGs!

source:
http://mmohub.org/2008/player-housing-where-is-it

Evolution of Death in MMORPGs

Posted by lordaltay1 Sunday June 15 2008 at 9:18PM
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Classic MMORPG games like Ultima Online and Everquest had something that new MMORPGs today simply don’t have. When you were killed playing Ultima Online there was a strong sense of defeat and loss. You actually lost something when you died. You could lose all your possessions that you were carrying. This sort of game play made it so players didn’t always carry their best sword of their best set of armor with them, as there was always a chance that they could lose it. If a group of people saw you carrying a shiny sword of vanquishing, they would be inclined to kill you and take your gear. With an open PvP environment, where anyone can attack you anywhere in the game, except while you’re in town, it’s best to make allies quickly, or you’ll quickly lose your hard earned equipment.

In Everquest death was extremely annoying. If you died in Everquest, you would spawn back in town without any of your possessions, and in order to reclaim them, you would need to return to your corpse. If you didn’t return to your corpse within a week, your corpse would disappear, and your items lost forever. Don’t mistake this with a silly corpse run in World of Warcraft, as in order to reclaim your equipment in Everquest, you would need to physically run back to your body, and without any of your equipment, that can be incredibly difficult, and if you fell into a lava pit, good luck trying to get your corpse back, as you may need to spend an entire day trying to recover your body.

In the new age of MMORPGs and MMO games it just doesn’t feel rewarding to kill another player and there is simply no sense of loss when you get killed. In World of Warcraft, if you happen to die, you basically get a slap on the wrist, as the only thing you lose is a bit of durability on your equipment. You’ll need to die 10 times for your equipment to get damaged enough to hurt your coin pouch, and you won’t even lose any experience for dying. At least some anime inspired games like Maple Story and Fly For Fun incorporate a real penalty for death. In MapleStory when you get killed, you lose a good chunk of experience. It’ll take you at least an hour to regain the lost experience.

A good penalty on death Is good for MMORPGs. In World of Warcraft, there really is no reason to be cautious while grinding as if you happen to die, it’s nothing more than a slight annoyance. In MapleStory, players constantly carry hundreds of healing potions with them, as they’ll do everything they can to avoid death. This sort of game play prevents players from acting irrationally and stupid, which can result in group wipes while raiding or just hunting as a group.

source:
http://mmohub.org/2008/evolution-of-death-in-mmorpgs