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Issues of storywriting for mmos
Issues of storywriting for mmos




This eliminates a vast portion of the market who enjoy twitch-based gameplay. This may be why MMOs are mostly MMORPGs are never twitch-based. If we look at MMOs over a recent period, we see that they become more complex as technology develops - yet keep the same, frequently complained-about, gameplay.

issues of storywriting for mmos

Why, then, do game companies not downgrade their graphics or complexity in order to allow for faster, more complex gameplay (such as that seen in a fighter)? If we had a massively-multiplayer fighter of the same generation as, say, Street Fighter, then today's servers could perhaps provide a high enough speed to make for a fair match. If we were to run a far less complex system (such as Ultima Online's) on a modern game server, then we would undoubtably have extremely high speeds.

  • This playerbase often complains of latency issues.
  • It uses technology that is outdated, but only by a few years in single-player games.
  • If we take in our hand any volume of divinity or school metaphysics your attypical MMO, we see the following aspects:

    issues of storywriting for mmos

    The reason would seem to be latency - the larger the playerbase and the amount of data the player must download, the faster the connection speed that is required to play with a low ping.

    issues of storywriting for mmos

    Obviously, most MMOs nowadays are MMORPGs. I'm writing this thread partially in response to another recent thread on these forums, and partially because of something that's been bothering me for some time.






    Issues of storywriting for mmos