Licenses And MMO Games - A Good Pairing? 19
Thanks to GameSpy for their article discussing the realities of building MMOG world based on existing licenses. They point out: "The rush is on. Star Wars Galaxies, released this past summer, was only the beginning. Middle-Earth Online is gearing up to bring The Lord of the Rings to life... The Matrix Online, still secretive, is a real noodle bender: A virtual reality based on living life inside a virtual reality?" But, as Will Wright points out: "Books and movies are by definition very linear properties, as seen from a single protagonist's point of view. That's very hard to put into an online world." The article concludes: "Most agree that great licensed games have to be based on a sense of place, as opposed to character."
Re:Sorta (Score:2)
Re:Sorta (Score:2)
Re:Sorta (Score:1)
It's basically just Everquest and Planetside, but they do make more than one game.
Deja vu (Score:3, Informative)
It's very hard to convey a sense of being in the licensed universe, unless you get the hierarchy and the composition of trades and races right. For every Frodo you would need 50 resident farmers living in Bree to make it seem real, and NPC's will only get you so far. Until someone can think up a new way of doing MMOGs except the old fight-insects-for-a-couple-of-hours, these licenses will only be a gimmick to make the publisher take less risk and feel safer.
Just my 0.15 SEK.
Wheres our Immersion? (Score:3, Insightful)
I played SWG for exactly one month after launch, just long enough to get out without having to large a time or monatary investment. Everything I was allowed to do in the game was su
Licence vs. Substance (Score:1)
"A big name draws attention, it's really that simple," argues Sony Online Entertainment's Chief Creative Officer, Raph Koster.
Well some people will find atractive to live the same experiences that are on the movies/series/comics/etc, but sadly most of the licences today are really vague on content.
It looks like most of the games tied to an allready developed marketing campaing (SWG, etc) seem to lack a certain appeal to the mayority of the players.
I dont deny that some licences have
Who has the time to be an average hero? (Score:2)
Starwars's universe has been descri
Re:Who has the time to be an average hero? (Score:2)
When their current model gets them that many players paying a subscription for YEARS (players who last a couple months never go beyond
Re:Who has the time to be an average hero? (Score:2)
Re:Who has the time to be an average hero? (Score:2)
Good way to increase users (Score:2)
New vs Old worlds (Score:2)
I agree with many of the posts I've already seen - being in a fantasy world built around a few well known characters whose fates are scripted is boring!
For a MMOG to be truly great it must be new, and the well known characters should emerge during game play, from the players.
Re:New vs Old worlds (Score:2)
Why not the same setting? (Score:2)
I think using a popular pre-existing setting leads to people EXPECTING the scripted characters, or at least being able to turn their character into a replica of one of the heroes or villans they remember.
It also tends to invite nitpicking which decreases satisfaction. Just my opinion, of course.
The more detailed the setting... (Score:1)
Worlds (or Galaxies rather) for Star Wars have been so well defined in the books, rpgs, computer games, movies, etc. across sooo many mediums and in such detail it would be near impossible to create an MMORPG setting that remains true to all of it and has enough depth to keep hard core SW fans interested as well as appeal to casual gamers. Granted MMORPGs don't tend to lend themselves to casual gamers but my point is for someone who only plays a few hours a week and/or i
Licenses And MMO Games - A Good Pairing? (Score:1)
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