First Post!
by Maarten Goldstein, Mar 11, 2007 4:05pm PDTWhoever smashed in my passenger seat window and stole my satnav equipment, thanks a lot. I had a great time tonight getting it repaired. Argh. Movie: I want what all men want, I just want it more.
Splinter Cell Blacklist trailer shows off co-op
Next Xbox Rumor Roundup
Sony teases PlayStation 4 hardware reveal
Watch Dogs pre-order bonuses unveiled
Xbox Live Gold: is it still worth it?
Civilization 5: Brave New World adding Indonesia, Morocco
Tearaway preview: reaching into a new world
Batman voice actor says he's in 'next Arkham' game; no mention of Origins
Shadow Warrior trailer reveals 'reimagining'
Guilty Gear Xrd -SIGN- goes gloriously 3D



Many of you hold a distaste for the games of the past. They have each rubbed you one wrong way or the other. Perhaps it was Everquest that you couldn't stand; perhaps your hate was focused towards World of Warcraft. Either way, there was something you thought was lacking or something you felt that was missing that could have improved the game or made it something really unique and special.
I'm asking you, what was it? What, to you, is important to make a good MMO? Does it need to be more fun and action-packed? Does it need to be immersive? Must the classes be fresh and original?
For me, it's flexibility. In most MMORPGs, they lock you into one class or one set of abilities and skills, with no way to change. FFXI allowed me to switch jobs whenever I pleased, which was wonderful. Other skill based games, namely EVE, allowed me to perform well in a myriad of roles. I think flexibility is key to creating a game with much depth and enjoyment, though it does need to be kept in check so as to not completely ruin the fun factor for new players or the unfamiliar.
Thread Truncated. Click to see all 15 replies.
You must be logged in to post.