Online gaming opens up a new world for those who love competition. In most MMORPGs, you compete with people from all over the world. I have been able to play many online games throughout the years. Most article writers, gaming journalist, etc. don’t have the time to properly analyze online role playing games. In this article, I will tell you:
- What makes a good online game?
- What makes a BAD online game?
- How do I satisfy everyone as a developer and make money at the same time?
- The best individual aspects of each game I have played.
- Which games I couldn’t wait to be released, but didn’t play when they finally released (and why.. )
- Why no one has been able to get it right since Ultima Online…
*As you read this article, keep in mind that I am an avid pvp enthusiast.*
Many of the worlds are constantly changing. The sheer size of the monumental projects usually equals a horrible launch. Even the billion dollar company, Sony Online Entertainment, failed in this arena with SWG.
It’s impossible for a gaming journalist to critique an online game in 6 months. There are so many things that change within that time span. Some magazines have realized this and have made adjustments to properly review online games. With that said, everything I mention in this article is based on *AT LEAST* a year of playing in each game. I hate jumping from one game to the next…
“So Tay, What makes a good online game for player killers, and pvp enthusiasts?”
First off, the game needs to be skill based. It’s better if you are rewarded for strategic thinking over “twitch based” reactions. You should never have a game that rewards time over skill. Of course, there should always be a few rewards for playing longer than someone else, but those rewards shouldn’t make you impossible to kill.
Second, you need a large player base. If there สล็อต aren’t enough people playing, then what’s the point?
Next, there needs to be a point to all of this effort. You should always have a measurable and easily defined goal to work towards. Sieging castles, acquiring kill points, reaching the top of the ladder, loot acquisition, etc. are all good ways to keep most pvpers busy.
An attentive and responsive development team is a MUST. You don’t want a community where player questions and concerns are ignored for the sake of stockholders. That simply doesn’t create a long lasting game. You definitely shouldn’t create a team of players to gather the concerns of the community then promptly ignore them. *cough SWG*
Finally, the game needs to be fun. Fun isn’t a quality that is easily defined. Many people find different things interesting. You already know that I am heavily biased towards pvp(player versus player), so I will continue to focus on that. In order for a pvp game to be fun, the classes need to be balanced. Nothing on the face of the earth is perfect, but the developers need to realize that group based pvp should have classes with defined roles. Games with a more individual approach should have balanced characters.