The secret to a perfect MMO

Source: Internet
Author: User

Song in Beijing that MMORPG's biggest feature is massively (large-scale). Thousands of people in the same world to enjoy the fun of the game is the biggest feature of MMORPG. The previous MMORPG used various methods to cover up their shortcomings. But all of this takes MMORPG away from its essence.

MMORPG and home computer games, the MMORPG should not be in a fixed mode to team brush copies, but should be a chance to meet some people, and naturally with them to embark on a journey of adventure, and the outcome of the adventure who can not be expected. This kind of randomness is strong, unpredictable result of the world is a real MMORPG.

At present most of the MMORPG to the task, although the task such as inducing the player's system is necessary, but should not become a game center. If tasks, stories, roles, and worldview become central, the game will be difficult to run for long periods of time because developers are never going to be as fast as they can consume the content of the game. The final game at the same time the number of online will decline, the game life will be shortened.

In order to keep the game running for a long time, we should focus on developing the ultimate content of the game in the early development. For example, in the early years of development, "ancient times" began to develop building, naval warfare, urban warfare and other ultimate content. The ultimate content is the most important core of the game, and it is the important factor that determines the length of game life.

--The above excerpt from: Song in Beijing: The secret to finding the perfect MMO through World of Warcraft (http://www.gamelook.com.cn/2011/06/40444)

I agree with most of these points. The mass is MMORPG characteristic, thousands of people obviously too few, 1.001 billion is good. Replicas are just a tricky way to handle a server with insufficient processing power, limiting the number of people to handle it. The task and the story are only the auxiliary part of the game world, the ultimate game world should be the player creates the story. However, the developer's development speed will not be slower than the user's consumption, unless the developer is too bad, the time to draw a maze than the maze of time is still long, it is the painting of the people are too poor reason. At present, there is no final content, the scale of the war is too small.

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