MMOruki: OSRS and Tibia really are a exception to this
OSRS and Tibia really are a exception to this
15 Jul 2020 in 04:46am
Blame Wow, it got much success and RS gold stole most of the cake which investors and developers copy the version. If wow did not possess such a big subscriber count we'd see more developers danger, OSRS and Tibia really are a exception to this because they're so old and predate wow. Id state Albion is a exception but it's not my cup of java and I have zero expectations that we will actually get a game as mmo players are far too use to the wow progression version. It's successful because heart gameplay and it's battle in times of game layout that is completely devastating was the very best in the genre and it's not going away.
And to tell the truth, I can not see how developers can not risk due to WoW. Yeah afk grinders which OP discusses in this thread can't be developed by them, but there was never any danger in that. Any day, an MMO with fluid combat would get funded, programmers have to show a demonstration with this kind of combat. Than best in the genre to the moment, it is just it piggybacked on of the hype brought about by being associated to the warcraft collection that is popular. That combined with the fact that the majority of its features were compact enough to appeal to a wider audience i.e. no punishment upon passing, straightforward leveling only through quests, essentially all of the groundwork for what we now know as themepark MMOs.
Hype is an incentive. Would be folks wouldn't stick for long. The same as in any mmo that was getting fame and hype of"wowkiller" then. The genre has been stuck in a limbo between rpg and action genres, not providing on some of it. Sure mmos in 2003 were fine if you're a fan of mindless grind with no challenge to your skill, but at precisely the exact same time single player games with deep, satisfying and just good gameplay to this day were publishing at the time. WoW just broke the bike allowing for more action-like gameplay to emerge.
Perhaps in the majority of the west MMOs were a niche but over here whatever you call them in america or where shittons of people and they played collectively in computer bangs/cybercafes/internet cafes. These internet cafes didnt catch on in many places out asia and eastern europe because having personal PCs for gaming wasn't really a thing here back then, but at the regions where they caught on, mmorpgs were already booming and single player games were popular since it was far simpler to install an MMO while folks would purchase playtime through prepaid game cards than getting a bunch of copies of singleplayer games legally(so you'd have largely illegal copies of warcraft/starcraft/GTA/half life so much as single player games proceed ).
Where I live, the occurrence of pc bangs made it that nearly everyone I know from back then afterward played mmos i.e. lineage and ragnarok being two big ones which are nearly unknown in the west. At some stage warcraft III got fairly popular as a result of habit maps such as dota, td, etc which was pretty much one of the main reasons why people got to know world of warcraft over here. Wow had simple streamlined features but still had reasonable depth in regards into it though I would not discredit everything else which existed alongside and old school runescape buy gold earlier wow as"catastrophic game design".
And to tell the truth, I can not see how developers can not risk due to WoW. Yeah afk grinders which OP discusses in this thread can't be developed by them, but there was never any danger in that. Any day, an MMO with fluid combat would get funded, programmers have to show a demonstration with this kind of combat. Than best in the genre to the moment, it is just it piggybacked on of the hype brought about by being associated to the warcraft collection that is popular. That combined with the fact that the majority of its features were compact enough to appeal to a wider audience i.e. no punishment upon passing, straightforward leveling only through quests, essentially all of the groundwork for what we now know as themepark MMOs.
Hype is an incentive. Would be folks wouldn't stick for long. The same as in any mmo that was getting fame and hype of"wowkiller" then. The genre has been stuck in a limbo between rpg and action genres, not providing on some of it. Sure mmos in 2003 were fine if you're a fan of mindless grind with no challenge to your skill, but at precisely the exact same time single player games with deep, satisfying and just good gameplay to this day were publishing at the time. WoW just broke the bike allowing for more action-like gameplay to emerge.
Perhaps in the majority of the west MMOs were a niche but over here whatever you call them in america or where shittons of people and they played collectively in computer bangs/cybercafes/internet cafes. These internet cafes didnt catch on in many places out asia and eastern europe because having personal PCs for gaming wasn't really a thing here back then, but at the regions where they caught on, mmorpgs were already booming and single player games were popular since it was far simpler to install an MMO while folks would purchase playtime through prepaid game cards than getting a bunch of copies of singleplayer games legally(so you'd have largely illegal copies of warcraft/starcraft/GTA/half life so much as single player games proceed ).
Where I live, the occurrence of pc bangs made it that nearly everyone I know from back then afterward played mmos i.e. lineage and ragnarok being two big ones which are nearly unknown in the west. At some stage warcraft III got fairly popular as a result of habit maps such as dota, td, etc which was pretty much one of the main reasons why people got to know world of warcraft over here. Wow had simple streamlined features but still had reasonable depth in regards into it though I would not discredit everything else which existed alongside and old school runescape buy gold earlier wow as"catastrophic game design".
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