Players, players everywhere, and not much reason to group?

Ethec has some ideas on how to put the "MM" back in MMORPG! "Casual" was a stride forward for the genre, he contends (note the newstastic use of third-person for quasi-objectivity!) but does casual necessarily exclude much the old school fun we used to have with guilds, groups, raids... the game's player community?

I’d like to see a game offer a fixed development scheme; i.e. players would automatically advance, say, one level every week. Take the bulk of the achiever-impetus out of the game, and see if people will huddle together into groups and treat the game more like a social adventure. The technical demands would be huge, but how cool would it be to see hundreds of lowbies zerg a dragon as in some fantasy battle of yore.

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Last Updated: Mar 29, 2016

About The Author

Jeff joined the Ten Ton Hammer team in 2004 covering EverQuest II, and he's had his hands on just about every PC online and multiplayer game he could since.

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