• 2006-10-13

    Current trends in MMORPGs

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    The trend in MMORPGs is to supply heavy guidance in a linear world, i.e, quests that must be completed in order to advance, backed by constantly improving graphics and sound. Player-created content was the greatest trend until approximately 2004, when [World of Warcraft] hit the scene and changed the climate of the MMORPG industry dramatically.

    One (arguable) MMORPG trend is "tie-ins" with successful movie licenses. The most recent example of this is The Matrix Online, based on the Matrix trilogy of films; the earliest possibly was Star Wars Galaxies. Though neither of these titles was a great financial success, mainly due to their divergence from the original property and poor gameplay, further tie-in games will very likely still be produced. This process is also apparently being applied in reverse, with James Cameron designing a MMORPG that will precede the movie (Project 880) it is tied to. [1]

    A controversial trend which merits much greater discussion is the trading of real currency for game currency, sometimes supported by the game providers.

    One near-future trend could be the introduction of player-created content into the games. Some MMOGs already rely heavily on player created content, from animations to complete buildings with player-created textures and architecture - examples include Second Life and the noncombat RPG A Tale in the Desert. However, these games are very different from the far more popular "standard" MMORPGs revolving around combat and limited character tradeskills. Player-created content in these games would be in the form of areas to explore, missions to carry out and specific weapons and armor to use (see one planned expansion here: [2]). Whether or not this becomes mainstream is anyone's guess. Some games in development, such as Trials of Ascension are making player-created content a major aspect of the game.

    Also possible in the near future is the widespread introduction of MMOG software engines, which are generic tools that make it much easier for individuals (or small teams) to produce their own MMOGs (including MMORPGs) for profit. Some examples of this kind of engine are Multiverse and Realm Crafter. The engine First Star online was released in 2001 but did not gain widespread popularity.

    Some predict[citation needed] that a new rush of independent MMOG development, spurred on by these new software engines, will result in successful "mods" for MMORPGs, similar to what has happened with the FPS genre.
    (Wikipedia)

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