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Developer Retrospective on the MMORPGs of 2004 260

An anonymous reader writes "The Corporation recently posted a four-part series asking a few well known MMOG developers their opinions of the past year in the genre. Participants include Richard Garriott, creator of the Ultima series and Tabula Rasa, Walter Yarbrough, Content Producer for Dark Ages of Camelot, Damion Schubert, former Lead Designer for Meridian59, the cancelled UO2, and presently the Lead Designer for Shadowbane, and Raph Koster, former Lead Designer for Ultima Online and Star Wars Galaxies, and present Creative Director for Sony Online Entertainment."
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Developer Retrospective on the MMORPGs of 2004

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  • by shamowfski ( 808477 ) on Monday January 10, 2005 @11:23AM (#11310097)
    I think these articles need to look at the more independent titles as well. While I have found them to be more buggy, I would like some pressure put on the bigger companies to lower prices and/or increase content. Currently i'm fumbling my way through Planshift [planeshift.it], and (because i'm a glutton for punishment) Planetside.
    • MMORPG. It's of a contradiction in terms, because under the current paradigm, increasing the scope of a MMO game reduces the amount of game that is actually available to any given player. For several years I've watched new MMO releases with anticipation, hoping that someone will find a way to break the flawed mold. It hasn't happened, and I've given up hope that it will happen in the near future. Creating real game content in the current MMO paradigm just isn't cost-effective.

      Give me a real RPG anytime
      • Get off the MMORPG treadmill. Buy some of the incredibly good single-player games that have recently been released, like Half-Life 2, Vampire: Bloodlines, or Rome: Total War if you're a strategy fan. I have a feeling that it's going to be a very looong time before MMO games have even the potential for fun factor and immersion of high-quality PC games.

        Or buy into an open-ended online 3D-VR program where users can build their own games.

        Just a thought.
  • by compro01 ( 777531 ) on Monday January 10, 2005 @11:25AM (#11310119)
    i personally like the MMORPG maplestory, yes, it's a silly name. the site is here [mapleglobal.com] one thing i like about it, is that it is free, at least to play. at present, it's in public beta for the global version, but if you understand chinese, japanese, or korean, there is a release version of those languages already, which can be found here [maplestory.com] as i said, the game is free to play, but they have a creative idea on making money off it. in the game, there's something called the cash shop. there, you pay real world cash to be able to get unique items. go ahead and give it a try. you've got nothing to lose, except maybe time, as this game is addictive.
  • by Anonymous Coward on Monday January 10, 2005 @11:28AM (#11310131)
    Walter Yarbrough: I'm also curious about the success of Vanguard's approach of "We're going to make this hard, and you'll like it!" Particularly when compared with the much more casual and penalty-free playstyle of WoW.

    I can tell you about the success of that approach: Bollocks to that!

    I abandoned EverQuest because the high-end game was a boring chore rather than an exciting challange. Camping for weeks or months on end for your mob to spawn is a "challange" only in respect of trying to hold your eyelids open. In reality, it's simply player hardship for its own sake.

    It seems that because of the ambiguity of the word "hard", some designers can't tell the difference between the two things, and which is good and which is bad.
    • Camping for weeks or months on end for your mob to spawn is a "challange" only in respect of trying to hold your eyelids open. In reality, it's simply player hardship for its own sake.

      ... or player hardship for the sake of stringing your gameplay out so you keep paying for that account.
    • by Dragoon412 ( 648209 ) on Monday January 10, 2005 @12:02PM (#11310413)
      I don't know, on one hand, I welcome challenge in a game, but on the other, I think it'll be exactly as you describe.

      So long as MMOs are nothing but graphical spreadsheets, with the game engine handling (read: mangling) all the subtleties of combat, "challenge" is sort of a misnomer.

      WoW isn't any more or less challenging than any other MMO I've ever played. EQ, DAoC, UO, AO, WoW... they're all of roughly the same complexity, with pretty shallow combat. The only challenges that come into play are getting the smacktards in your group to do their job right, and your frustration.

      Indeed, when I read that Vanguard will be challenging, what I understand is "Vanguard will have horendously bad death pentalties and a a mind-blowingly long leveling treadmill."

      And like you said: Bollocks to that!
      • Definte challenging. World of Warcraft is easy in the sense that you don't need to check the guide online in order to complete the quests. I can't speak for EQ, but in Dark Age of Camelot, quests often consited of spending 2 hours on a horse which lead up to a 2 minute fight. Or finding a mob that rarely spawns and is hard to see. Or finding a 100x100 space in a 65,000x65,000 unit zone with the hint "it's in the northwest section". That sort of thing is retarded. If I wanted to do that I'd have my wife thro
      • by Negatyfus ( 602326 ) on Monday January 10, 2005 @02:03PM (#11311539) Journal
        It will be interesting to see if Dungeons and Dragons Online will ever see the light of day. They say combat will be real-time rather than turn-based. Of course, dungeons will be instanced...

        D&D Online FAQ [ddo.com]
      • WoW isn't any more or less challenging than any other MMO I've ever played. EQ, DAoC, UO, AO, WoW... they're all of roughly the same complexity, with pretty shallow combat

        I disagree wholly with that assessment. I have played WoW since it opened and I have played FFXI Online for a year prior to that. I also spent time playing EQ, SWG, etc.

        WoW, while I admit it is quite fun, has relatively little challenge. While it is true you can have a crappy group, it does not seem to take a lot of skill to be "dece
    • Yeah I have to agree. I think 99% of all "video" games ever made are designed around a false assumption: that players enjoy failing. So games are all built around the concept of completing tasks of ever-increasing difficulty where you are rewarded for success and punished for failure. Punishment is usually doled out in the way of death, XP debt, item wear, lost money etc. What is wrong with this picture?

      Surely in 1985 a puzzle was a sure way to keep people occupied, and increasing levels of difficulty

    • It seems that because of the ambiguity of the word "hard", some designers can't tell the difference between the two things, and which is good and which is bad.

      I have always thought that MMORPG levelling should take a *long* time but cost little effort, so that the system slows down powergamers to prevent them from maxing out their levels overnight, while at the same time not making those higher levels impossible to attain for casual players, and still granting an edge to those who choose to grind. Ultima

    • EQ uses trial-by-boredom: difficulty = time. And I think the way EQ2 is tanking tells the story on that. I'm sorry to say I bought this turkey, and killed it after the first month.

      Difficulty should be about strategy, but this is hard--not for the players, but for the game maker. Real strategy requires more options in play, not just higher numbers applied to the same thing. You know the game works if, given the same situation and stats, a good player gains a lot more XP, loot, etc, than a bad player, and t
  • Interview? (Score:5, Informative)

    by agtwilight ( 325275 ) on Monday January 10, 2005 @11:38AM (#11310213)
    Those are some pretty short interviews considering the body of work those folks have done.

    I have cancelled UO, SWG, EQ, and CoH for WoW...as an old fart of MMO I can tell you that WoW is where it is at - I think every person I know online has switched to it and have no plans of going back to any of the above games. Oh wait there is this one guy at the helpdesk playing EQ 2 and is a miserable whiner about it.

    If you like MMO then just go buy the darn thing - play on a low population PVE or PVP server as per your fancy...if you pvp just remember there is a more uber player over that next hill so dont cry when you get ganked after picking on some n00bs.

    Bladedawn on Blackhand
    • Re:Interview? (Score:3, Interesting)

      by I8TheWorm ( 645702 )
      I just started playing SWG a few months ago, and I have to say, I'm having fun. Of course, the forums are filled with both whiners and satisfied people, but my guess is you get that in every game. Since joining SWG I've mastered a profession, started a couple of others, joined a guild, etc... the usual MMORPG rituals.

      So I wonder, why is it you've switched to WoW and are not looking back?
      • I'll tell you why I dropped SWG (though I haven't played WoW).

        I liked to go out and actually do some battling. But everyone I knew in the game sat around crafting things to make credits. And the missions themselves are pretty boring. I got tired of shooting the same critters over and over.

        The game is also more than a lil buggy, even a year after launch when I went back to it, there were still bugs I'd dealt with at launch.

        Finally I don't really like the Teras Kasi Masters profession and those that cho

      • I've not played SWG but my brother has, and the complaints I gathered from him were like this:

        Lots of sitting around waiting on people, cause no one actually wanted to go do missions/quests/whatever (too busy crafting?)

        Game ran like ass in a major population center

        Economy was fubar/ hard to make money unless you were a powergamer

        Personally I've played EQ, Lineage II and UO and would never even dream of going back to any of those after playing WOW. The PVP delieation (can't get PK'd if you dont want to b
    • Acronym pain (Score:2, Informative)

      I have cancelled UO, SWG, EQ, and CoH for WoW...

      IMO, TLAMMWTSMEIWARF

      (Three Letter Acronyms Make Me Want To Stave My Eye In With A Rusty Fork)
  • My Take on 2004 (Score:5, Interesting)

    by Bruha ( 412869 ) on Monday January 10, 2005 @11:42AM (#11310250) Homepage Journal
    It was a interesting year. Horizons no long was vaporware yet has met little success. Several games came and went such as Rubies of Eventide as the eq knockoffs continue to meet difficulties garnering subscribers in the face of the MMO big 3 (EverQuest, World of Warcraft, and Star Wars Galaxies)

    We saw Asian gaming hit US shores with Final Fantasy and Lineage but as with the Asian MMO culture these games resemble 1st gen MMO's at best in many aspects.

    Turbine continued to drag players along with it's failed Asheron's Call 2 release. With monthly content patches mostly rebalances every month since launch only to produce a few decent patches before announcing a move to patches every 2 months. Effectively doubling the price per content push (PPCP). Doubt remains wether they can produce viable MMO's that will succeed even with big names like Dungeons and Dragons online and Middle Earth Online. The forgotten realms series supports EQ's success as much as the game itself. Middle Earth Online is late and with no Hobbit movie forthcoming as of yet there's little out there to rekindle the Lord of the Rings fever to the point that this game may succeed. I also do not see where DND online can succeed where Neverwinter Nights did not.

    We also saw many successes such as World of Warcraft which is undoubtedly the best game of the year. SOE continued their fame with SWG with the jump to light speed expansion and EverQuest 2 all three of which will continue to dominate the MMO landscape in the US for the forseeable future and beyond with no apparent contender in sight.
  • City of Heroes (Score:5, Interesting)

    by ParadoxDruid ( 602583 ) * on Monday January 10, 2005 @11:43AM (#11310256) Homepage
    I just wanted to bring up City of Heroes here for discussion.

    It's an MMORPG that I think has succeeded largely by finding a different niche than most of the other offerings in the market: It's set in modern-day cityscapes with superheroes, rather than a fantasy world.

    Additionally, and perhaps more importantly, it's simple and elegant: There's no equipment, what money exists is rarely useful, missions (quests) always tell you where to go with no ambiguity, and the GUI is top-notch.

    After an old EQ addiction, City of Heroes is a breathe of fresh air-- I can meaningfully log on and accomplish something in half an hour, even at the high levels (I'm level 44 right now, with 50 being the cap).
    • I cancelled my subscription to CoH a month out of beta because they launched with too many balance issues and the nerfs started flying... My 7 year old still plays it on occasion though...however he also play toontown *grin*. But yes one of the better releases of the year - may well get squished by Marvel or DCs online games though.
    • Re:City of Heroes (Score:3, Interesting)

      by Phrogman ( 80473 )
      I gotta echo the above comments. COH is a fantastic game, very well designed, very stable and (sadly) largely ignored.

      I have stopped playing WOW and went back to COH. WOW was a fanstastically well designed and polished game, but it is far too solo-focused, and while almost anyone *can* solo in COH, it is a much better game for group-play. I play with a stable group of RL friends as my guild. As a result the quality of my grouping is undoubtedly far superior to that of most pickup groups and that is an adva
    • But the type of missions that you go on gets to be a bit of a treadmill (kill x y's, Stop x from destroying y before timer z runs out, Click x buttons before y timer runs out). And as you get into the higher levels the amount of time required to change the dynamic of the game (gain an ability or attack) grows.

      Also in the end, the city setting was nothing more than pretty graphics. There was little interaction with the world, and the story line quests and arcs were nice, but the game got old after a while
      • Re:City of Heroes (Score:3, Insightful)

        by Phrogman ( 80473 )
        "But the type of missions that you go on gets to be a bit of a treadmill (kill x y's, Stop x from destroying y before timer z runs out, Click x buttons before y timer runs out). And as you get into the higher levels the amount of time required to change the dynamic of the game (gain an ability or attack) grows."

        How does this differ from any other MMORPG? They all generally boil down to Kill X, kill Y number of X's, or take this item to NPC A etc. WOW is certainly no different, although its questing system
    • I can meaningfully log on and accomplish something in half an hour, even at the high levels

      I think that is an important point - some time along the history of these games the idea that long and tedious became synomous with fun. I blame EQ for this. EQ was popular for other reasons - good grouping, graphics, and scope - but the bad parts, that people most complained about, is what developers learned. The dreaded treadmill.

      Can we go back to games being challenging for more than death penalties, long waits

  • Deserving a look (Score:5, Interesting)

    by TheTiminator ( 559801 ) on Monday January 10, 2005 @11:56AM (#11310368) Homepage
    Not quite sure I understand why Eve Online http://www.eve-online.com/ [eve-online.com] keeps getting overlooked. Maybe it's becuase the genre mostly aims toward cut and slash type games, or those that have huge sponsors (Sony, Lucas, etc.)? I think this one deserves a closer look by folks. Just the fact that the Eve universe is a single universe for all players, and not divided into servers or nodes, is very impressive (30,000 + solar systems for over 30,000 players). And another appealing point is the constant improvements and expansions to the game, the most recent being the Exodus expansion. I just feel that if the topic is going to be how creative and original the development process has been for a specific MMOG then Eve-Online deserves a look.
    • That's probably because EVE requires the same degree of dedicated masochism that FFXI does.

      I was excited about EVE, but after a friend got into beta and described what was, essentially, a sadistically slow-paced, frustrating game where most of your activities didn't even necessitate your being at the keyboard, but where you could lose [i]everything[/i] rather rapidly, I completely lost interest.

      EVE isn't talked about because everything about the game reaks of elitism, and it's a far cry from accessible to
  • by Guru1 ( 521726 ) on Monday January 10, 2005 @12:09PM (#11310464)
    My wife and I have been playing WoW from the first day of retail. We play a few hours every night, and it's a blast. It's incredibly easy to play "casual", which is an important feature for all of us working professionals. I can't play 8 hours a day, I get a few hours after work, yet my character is progressing just fine.

    It will take a few months to hit 60, then I can spend another month getting gear, then maybe I'll do some PvP. Who knows. I'm glad that I get to experience the whole game, rather than the first few levels as I would on many other MMORPGs.

    As for the appeal of the game. My wife and I started, then mentioned we were playing to a friend who lives nearby. He bought the game. Over the last month or so, we've been mentioning the game to our old college friends, who have all gotten online. A couple of their wives have mentioned an interest in playing (these are women who have never played a computer game before).

    My wife and I played DAoC a little, didn't get into it too much. Blizzard is very good at making very user friendly games, and I agree that it will probably do a lot for the entire field. All of these people who are playing these types of games for the first time are most likely now confident enough to try out new games in the same field.

    As for complaints about the game. I'd say that most of the complaints I've heard about WoW is from the "hard core" gamers. They've complained about how easy it is to level, how much of the game is for "carebears", or those who want to play and cook dinner at the same time. I think Blizzard has hit their market pretty well. They may have sent away a few hard core gamers who will "beat" the game within a month, but in return they've caught the wives, parents, and children of those who normally wouldn't play.
    • I'm genuinely curious. How do you play WoW with your wife? Two computers, one for each? Both sitting in front of the same screen? if so, who "controls" the character?

      Although my wife is pretty cool (we watch stargate, and galactica together, sometimes play old games like some flavor of mario bros. or tetris and play a lot of scrabble together), I don't see her playing an MMORPG with me.
  • PVP in WoW (Score:4, Insightful)

    by Sheepdot ( 211478 ) on Monday January 10, 2005 @12:24PM (#11310587) Journal
    Disclaimer: I am a former Blizzard "fanboi". I quit that position with the ill-fated release of Diablo 2, where I had a scratched CD and Battle.net was down for the first month of gameplay.

    What is so great about PvP in games other than WoW is that you have an impact and can make a name for yourself. You *are* the school bully, if even for only a few months. Everyone knows you, and some may even fear you. Others might have bested you, and gloat in their accomplishments.

    In WoW PvP, you've got about 300 school bullies, none of them are unique, and no one really fears any of them. Since they are all pretty much nameless, you can't tell the one that turns tail and runs back to the guards from the one that stands up to fight. As time goes on, you realize that those that stay and fight become less and less active, simply because the game is *so* balanced and there is absolutely no reward for PvP, that it is ridiculously lame.

    Blizzard is notorious for killing "powergamers". Unfortunately, these people are what make MMORPGs fun. You get rid of the powergamer, and you get rid of the idea that someone can make a name for themself in a virtual world. And, IMHO, making a name for yourself in a virtual world is what MMORPGs are all about.
    • Re:PVP in WoW (Score:4, Insightful)

      by hyphz ( 179185 ) * on Monday January 10, 2005 @12:44PM (#11310752)
      > Unfortunately, these people are what make
      > MMORPGs fun. You get rid of the powergamer,
      > and you get rid of the idea that someone can
      > make a name for themself in a virtual world.
      > And, IMHO, making a name for yourself in a
      > virtual world is what MMORPGs are all about.

      And that's why, IMHO, the MMORPG genre as it is is fundamentally broken.

      As you've said, the key extra value of a MMORPG is the ability to make a make for yourself, or to stand out, or to be better than others in a virtual world. None of the other vaunted advantages of MMO games are actually unique to them. Team play? Ordinary (non-massive) multiplayer games have that; on Diablo 2, say, the process of finding a team in the chat lobby then creating a game is identical to that of finding a group then going hunting in a MMO. Persistent world? Any single player game with a save function has that.

      No, what everyone wants in an MMO is to be better than the crowd. But obviously, not everyone can have that. And if those people who can't have it decide to quit, then there is no crowd left for the others to be better than.

      Raph Koster gave a talk called "Small Worlds" (slides are available on the net somewhere, but I can't recall the URL I'm afraid) where he basically justified levelling treadmills in these terms. His claim was that if "betterness" was distributed in any way other than treadmills, then the 10% of players who were most attuned to that distribution method (most skilled, richest, cleverest, etc.) would consume 90% of the "betterness" and no-one else would play. Treadmills are thus the best method because a) anyone can do them, b) the people who lose out are the people who spend least time playing the game and therefore logically should care least about their character within it, and c) it ties obtaining "betterness" to activity that makes money for the MMO firm.

      The example he used of a case where rare individuals got all the "betterness" was Tiger Woods. Yet it's worth noting that the existance of Tiger Woods does not prevent other people from playing and enjoying golf. But the claim that, as long as Tiger Woods exists, going to play golf at a massive tournament with a crowd (at which Tiger will be playing) offers no more, or even less, entertainment than playing with your own local club (with no crowd, but also no Tiger). Which makes a lot more sense.

      AFAIK the only MMO which has absolutely zero treadmilling is Planetside, which is also IMHO *seriously* underrated.
      • I agree about Planetside in a BIG way. I did play it and pay for it, but unfortunately, it was too pricey for what amounted to a glorified version of Tribes 2. I would consider playing again, but they'd have to give me expansion items for free.

        What I am talking about to make a character feel like someone is following a trichotomy where the three main "food groups" of MMORPGs rely on each other.

        And no, contrary to public belief, the three are not: mage, ranged, melee. In fact, that's only the PvP way to lo
    • Blizzard is notorious for killing "powergamers". Unfortunately, these people are what make MMORPGs fun. You get rid of the powergamer, and you get rid of the idea that someone can make a name for themself in a virtual world. And, IMHO, making a name for yourself in a virtual world is what MMORPGs are all about.

      The reason to play a game is to have fun. If beating people up is your idea of fun, please do it elsewhere. Me personally, I like getting together with a group of friends who are located around th

      • Power gamers are not necessarily PKrs. They can be hardcore crafters or undaunted explorers. WHY IS EVERYONE MISSING THIS?!!? Of all the responses to my post, half of them are people whining about PKr's. It's a friggen game, people.

        Instead of "keeping up with the Joneses" is it now, "bringing them Joneses back down to our level"?

        You see a man driving a Lexus. Do you think, "God, I wanna be like him someday," or do you think, "God, I can't wait till our countries tax laws make him dirt poor someday."?

        You'
        • You see a man driving a Lexus. Do you think, "God, I wanna be like him someday," or do you think, "God, I can't wait till our countries tax laws make him dirt poor someday."?

          Or you a republican or a democrat?

    • I disagree 100% with your post. You don't need to have be a powergamer in order to make a name for yourself, it all depends on game design.

      I used to play Asheron's Call and there was one particular event which I double will ever be replicated again in an MMORPG. In AC there was a heavy storyline which progressed each month, (something I haven't seen in other mmorpgs since btw). During this one particular month there was a quest where Bael'Zharon (sp? been a long time) was contained in a crystal shard

      • Fortunately for me, I happen to have played on Thistledown in AC and know exactly what happened: NOTHING in the long run. Despite your entire post, the plot and story continued, and not in Myth's favor. Which is why he left. I would know, I *KNEW* him, he cursed at me in my chat window. I was one of the first to kill him along with a guy named "DC" (you might recognize the name if you played on Thistledown) and some other guys, who were around his level when we hit Mayoi.

        Everyone actually hated Mythrandia
        • I went by the name Dergan, first person to organize a defeat of the white bunny. I, myself, hated Myth but after that event I came to respect him greatly. Just like everyone can't be the hero, not many people have the same level of charisma to persuade others. Now, he may be totally different in RL. :)

          Like I said, in this case player controled outcome wasn't expected but I think you'd be hard pressed to find people who took part in the event that didn't have an awesome time. Yeah, we were all ticked

          • Yeah, I ended up playing again on Solclaim and did not stay on Thistledown for more than maybe six months. I actually sold my character at a paltry level 26, but that was enough to get like a hundred bucks. I went on to play on Solclaim where I made it to level 60 or so before selling that one for a hundred as well.

            For me it was not about the money, but playing with friends. When they left, I did as well, and recooped some of the monthly fees I had paid in the process. I don't think I have ever actually pl
    • Blizzard is notorious for killing "powergamers". Unfortunately, these people are what make MMORPGs fun.

      You mispelled "PK shitfest" "F-U-N". No one likes the bully. It's only fun for the bully. So Blizz is prioritizing the 598,000 casual players over the 1000 hardcore players and the 1000 or so bullies pk players. In the end it works out for us, the less PK idiots there are the better. PVP isn't meant to be used to harass the lowbies. It's meant to test your stength against others and maybe build an inter
      • Wake up. Seriously.

        UO is the *only* game to have PVP "required" other than Shadowbane and Planetside. It is ironic that 8 years later, we would have individuals still under the impression that PVP = griefing on weaklings.

        Exactly how do you describe games like Counter-Strike? UT 2004, Tribes, Black and White, Starcraft, etc? They all have some form of attrition that get applied by one character to another.

        The idea that you can have a fantasy world where everyone gains is what EQ2 and WoW are trying to emb
        • Wake up. Seriously.
          Lol, I am a compedative player. I'm #18 us west for 2v2 in war 3 ROC. But the vast majority want their hand held and have nothign happen to them. Thats why there are pvp and pve servers. Some people don't have fun being ganked at anytime for any reason. Others liek the competition and your asserting the ones who do like it are majority is wrong. IT's the ones that don't that are. In war 3 notice the vast majority of games are custom maps. why? because the vast majority of players aren't
          • There were those of us that petitioned Blizzard to make a "hardcore" server where anyone could be attacked at any time. Since they didn't implement one, I didn't buy the game. I intend to stick to that promise.

            My statement clarified is this: Warcraft 3 players will begin to hit end game in droves sometime around February and March. They will be frustrated with the game and many will quit. Specifically, I predict that by this time next year, 25% of the current population will be gone, perhaps as much as 30%
  • by dannytaggart ( 835766 ) on Monday January 10, 2005 @12:54PM (#11310847) Homepage
    For some cool charts, check out this site [mmogchart.com].
  • Raph Koster seems to dislike the fact that instancing destroys the sense of world and community and that "there weren't a lot of large group goals," yet this describes exactly what's going on with EQ/EQ2 lately. And he's the creative director for Sony Online Entertainment? What's the deal? Who's really running the show at SOE? Also "the 'play single-player games alongside multiple people' trend." These are some of the developments really driving me crazy about new MMOs, ruining a lot of the things that
  • What was your favorite new game from the past year?
    I'm sure you wanted an MMO here, but the MMOs I played the most in the last year were made by us.
    What was your favorite new or innovative design from the past year?
    ...there wasn't a ton of innovation in the last year, in the MMO space anyway.
    What was the most disappointing game or design from the past year?
    I think if you were looking for a sense of world or community, you were out of luck this year.

    Was Raph Koster rejected for a job at Blizzard, N
  • I suggest you don't abandon traditional RPG's for the temporary money-pot that is MMOs. Competition is already high, and chances are that it will be moreso in the future. Many people are already signed up for their favorite MMO, and with monthly subscriptions and the necessity of putting in time chances are they won't sign up for too many different ones.

    In the meantime, the rest of us are waiting for some decent new RPG's. FFX-2 was a joke, and I haven't see much else. Maybe you can make some cash on thos
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