MMOG Design Stagnant?
Wednesday July 25, 2007
Speaking at the Develop Conference in Brighton, Richard Garriott, one of minds behind Ultima Online, argued that massively multiplayer game design has not changed in 10 years. He believes that the derivative games available today aren't realizing the potential that the genre has to offer. Naturally, he hopes to bring some innovation to the mix with his upcoming MMOG, Tabula Rasa. It seems to me that there are a number of games out there that have dispensed with the EverQuest formula or added significant features to it, with varying degrees of success. Eve Online, Star Wars Galaxies, and Guild Wars, for example, are just a few games that have approached things differently. There are many more that tried and failed, at least in part because innovation doesn't always make a game fun. Gamers constantly claim they want something innovative, but when it comes along and it isn't perfect, they go back to the proven staples that they grew up on. Surely, if MMOG design has been stagnant, the same can be said of almost every other established game genre. Are FPS and RTS games radically different than they were a decade ago, or do they just have a few extra features and fancier graphics?


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