Your second question (marked 1.) is somewhat confusing. 50,000 players in one game can/will have a massive impact on game play. No game comes close to that now, but I suspect that within a few years there will be. How does this make the experience greater for the players? One though I have on that is this example.
I had been playing UO for about 14 months, my character was well established and I had a guild of players that I played with nightly. I met a friend who lived near me. We started talking and the subject of UO popped up. He had been playing for a few months too, but on a different server. If either of us wanted to play with the other we would have to change servers and start over.... A larger base of players in a server ''might'' reduce this kind of thing. How does that increase the experience? Playing with real friends, people that you know.
As for the voice recognition... I dont think that that has anything to do with MMORPGs. Although in the future, you may be able to just talk to other players using some sort of streaming technology. But voice recognition plays no role in MMORPGs currently (EQ has tried to implement it for the UI, and failed).
I don''t think there really is an objective in these types of games. What I mean is that these games are so wide open that there really isn''t a supreme objective. There are quest to complete but for the most part they are single player quest. I''m not sure if this is a valid question but... have you played an MMORPG before????
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I''ve read another of your post where you say:
quote:
Also I''ve not often heard of a bunch of experienced (read GOOD) players taking one total newbie stranger into their group. Not that it hasn''t ever happened, just that it isn''t real common. People who play a lot tend to try to stick together, because they know that they are all experienced and can do well.
While I was playing UO, my quild ( there were 6 founding members, I was one) started a subsidary guild. It''s express purpose was to train new players and get them far enough in the game so that they could come into the parent guild. How did we train them? Well we set up a mentoring system, a guild member would sponsor the new player, they were responsible for making sure the player had the type of personality, and same ideals that we had. They were allowed to go on hunts with us and do pretty much everything with us. We did this for about a year and we started doing it about a year and half after we formed our guild... so what you had was some real experienced players, teaching new players how to play. And as Simagery stated PKs were rampant on UO (right about this time) which made being in a group much more appealing than being a loner
Now, for other types of games (Non-RPG). I think the sky is the limit... what can/will be done in the next few years with MMPOGs (Massively Multi-Player Online Games). And there are going to be developers that design soley for Online. Having said that, I think that the market for single player games is going to still be there, in fact, hard core gamers want both.
I for one still enjoy single player games as much as MMPOGs.
Dave "Dak Lozar" Loeser
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