What Comes After Ultima Online and EverQuest?
The changes coming to massively multiplayer RPGs, and what
they mean
People said that subscription-based massively multiplayer games
would never work, that people would never keep on paying for a game
they'd already bought.
They were wrong.
Ultima Online sparked the current boom of massively multiplayer
RPGs in 1997, and still has around 175,000 registered users, while
EverQuest has 270,000 and Asheron's Call has 80,000
-- all paying $10 a month. Even compared to the best-selling games
of all time, successful MMRPGs generate huge amounts of money and
offer a much better return on investments in game design, marketing
and brand building. Now that the upstarts have proven the system
can work, practically everyone has one in development. But have
MMRPGs hit the wall?
People are still playing, but in some ways the games have
stalled. Updates and "events" aside, there's only so much players
can actually do. So what's next? What are the people
developing the next generation of massively multiplayer games doing
to set them apart?
Next page: A break from wizards ‘n’ goblins and massively
multiplayer Star Wars
CONTINUE >
|