The Future of MMORPGs 221
Fargo writes: "How often do you get the creators of EverQuest, Asheron's Call, World of Warcraft, Dark Age of Camelot, Star Wars Galaxies, Anarchy Online, and others in the same room together? It happened at the recent Game Developers Conference in San Jose. GameSpy pulled together notes from three days' worth of talks and drew some common conclusions that point toward where the genre is going in the future. A good read if you're interested in where Virtual Worlds are headed."
Re:MMORPG's are going (Score:2, Informative)
interesting details:
there are places where no one can attack anyone (LPK), places where you can kill but not loot (NPK), and places where you can kill and loot items (CPK). walking into a CPK area always requires confirmation. additionally, players can set a "DUEL" flag which allows them to engage other players in NPK anywhere on the map, even in town, if both players have the flag set. In addition, killing another player in NPK gives you a certain amount of time during which anyone can attack you (and TRACK you) in NPK. This is called "blood time". you accrue almost none for killing someone stronger then you, and exponentially more for killing someone weaker than you. a level 124 player killing a level 10 player would spend the rest of the day with "blood on their hands".
also read about this [medievia.com], a portion of the game which is dynamically re-located and re-mapped continuously at runtime.