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To Make or Break the Industry

Posted by Axum Wednesday August 6 2008 at 1:46AM
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        With Warhammer Online: Age of Reckoning's release coming just around the corner, we find ourselves looking back to all the games which we have played, and how things are different now than ever before. A majority of the games which are currently on the market have become very linear and very unsocial.
        As much as i hated it back then, I look back to my early Ragnarok Online and FFXI days, and then compare them to the state of the games which we play now. Those games were not perfect, nor were they the best on the market, but they did have one thing which made them stand out among the rest. 
 
    Community.
 
        I am not talking the type of community that we have grown accustomed to in our recent days in playing "The game which shall not be named" (Among many others), But the type of community where putting someone on your friends list  actually meant something. Where you formed bonds with those you played with, and the community as a whole respected eachother and even those they were fighting against.
        Note: I am not against friendly competition, but if you have had the type of experience which i am pointing out here, you should know what i mean.
       With "The game that shall not be named" currently representing the MMO market to those who have never experienced computer gaming / MMO's, I feel that we are misrepresented. Would you still be playing MMO's  if you logged in for your first time ever, got spammed with gold selling adds, and then asked a question and be ignored?
 
        What i'm trying to point out here is that through all these changes, people have forgotten that the server which you log in to is a community in its own. You meet people, you befriend people, you travel with people, and you grow with people. In a game where community is not encouraged, one shall not exist. WAR is tackling this problem head on with their RvR mechanic. If fighting for the common cause to smash your way into the enemy's city and burn it to the ground doesn't bring people together, than its hard to imagine what will.
        
          Between scenarios, dungeons, PQs, and open-world PVP, the developers are doing their best to make the game feel like a community, instead of a bunch of a**-hats brought together solely to ruin your gaming experience. Of course there will always be those you do not get along with,
but in the midst of the bad feelings if a dwarf came in sight you would both run as fast as you could to WORK TOGETHER and take him down. Pushing aside all our petty differences in our attempt to reach the same goal.
 
On a side note: For all those against the two capital cities, please keep this in mind. With one city, we will be UNITED. We will feel like a team instead of three seperate entities.
 
        I guess the whole point of this story is to say that if these great community-oriented things can't bring the player-base together as a "family" of sorts,
then i have little hope left for the MMO Industry, and i will be greatly concerned for it's future.
  
       Grouping should not be required, but it should be something that we are inclined to do...Something in which we enjoy to do.
Vexe writes:

I think that communities are definitely a large part of MMOs, considering that's what they were based around in the first place. They have been down-played a lot recently and I should hope and pray that WAR revives this vital aspect of online games.

Wed Aug 06 2008 9:43AM Report
Axum writes:

I am glad that there are others that feel the same way :)

Wed Aug 06 2008 11:30AM Report
MephistoXV writes:

Yes, "The Game that shall not be named" has a community that certainly deserves a boot in the arse. Lowered to a contempt, even. But that's what happens to a game that gets so popular the market seeps into High School and Middle School aged kids, in my opinion (and by experience; in High School now, scheisse-load of annoying jagasses who play WoW). Can't wait for Warhammer cuz of it. Glad to see others are noting the social aspects and the feeling of an immersed war.

Wed Aug 06 2008 7:12PM Report
daltanious writes:

Well, nothing especial about. Number of players on MMORPGs YEARS ago was very very small compared to today. And real MMO were novelty once ... so is obvious when you have players base x1000 bigger that things start to change. And once "new" thing is no longer new after decades. And they lose appeal.

 

Thu Aug 07 2008 3:23AM Report

MMORPG.com writes:
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