I think anyone still in the camp of "it can be done" are missing something simple. It's been alluded to already but I'll restate it again.
Writing a game that's server based multiplayer, even if it's persistent, just adds the MO part. To get that other M, the game needs to be, er, massive. That's it. How is one guy or even a small team going to make something that anyone would look at and say "wow, that's not just big, it's massive!". Answer: None, regardless of competence levels.
Unless:
A) You leverage community created content, or...
B) You procedurally generate 99% of everything in your game, or...
C) You find some other creative way to get around your own lack of time and motivation to create the content.
[font="sans-serif"]Necessity
[/font]is the mother of invention (or something like that).
A thousand isn't massive though, it's merely "a bit big". To me, "massive" means a million players and that's not going to fit on your pc in the corner.
By your definition, the only real MMORPGs are Lineage, Lineage 2, World of Warcraft, and RuneScape. Other well known "MMOs" by AAA publishers have failed to hit the million subscriber milestone.
Speaking of RuneScape... wasn't that made by a small independant team?
From Wikipedia: [article]
[font="sans-serif"]Andrew Gower[/font] [font="sans-serif"]developed[/font] [font="sans-serif"]RuneScape[/font] [font="sans-serif"]with the assistance of his brother Paul Gower.[/font][font="sans-serif"][sup][2][/sup][/font] [font="sans-serif"]It was originally conceived as a text-based[/font] [font="sans-serif"]MUD[/font][font="sans-serif"], but graphics were incorporated early in development, adding it to the ranks of what were then known as "[/font][font="sans-serif"]graphical MUDs[/font][font="sans-serif"]".[/font][font="sans-serif"][sup][39][/sup][/font][font="sans-serif"][sup][40][/sup][/font] [font="sans-serif"]The first public version of the game utilised a mixture of[/font] [font="sans-serif"]three-dimensional[/font] [font="sans-serif"]and[/font] [font="sans-serif"]two-dimensional[/font] [font="sans-serif"]sprites[/font][font="sans-serif"]. It was released as a beta version on 4 January 2001, and originally operated out of their parents' house in[/font] [font="sans-serif"]Nottingham[/font][font="sans-serif"].[/font][font="sans-serif"][sup][2][/sup][/font] [font="sans-serif"]In December 2001, the Gower brothers, along with Constant Tedder, formed[/font] [font="sans-serif"]Jagex[/font] [font="sans-serif"]to take over the business aspects of running[/font] [font="sans-serif"]RuneScape[/font][font="sans-serif"].[/font][font="sans-serif"][sup][11][/sup][/font][/quote][font="sans-serif"][sup][/sup][/font]
Also of interest: "[font="sans-serif"]Each RuneScape server allows up to 2,000 players to log in simultaneously,[sup][60][/sup] allowing a maximum capacity of more than 340,000 players."[/font]
[font="sans-serif"]What does "Massive" mean: the number of servers running, or the number of players on each server?[/font]
Especially when to get a million players you do in fact need massive content else they won't come.[/quote]
Minecraft doesn't have "massive content". It has a limited amount of content that can end up being used in a myriad of interesting ways. (Minecraft isn't a MMO, I know, but they sold over a million copies, so I thought it worth pointing out) I think more MMOs will go the 'sandbox' route as it'll allow for emergent gameplay better, which will keep people interested for longer as well as be self-advertising with people uploading their unique-ish experiences online, while requiring less hand-crafted content from the developers.
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I think a big problem with the name "MMORPG" is that it describes a goal, not a genre. If I wanted to make a FPS, and Valve Software wanted to make a FPS, they'll both be the same genre. However, "MMORPG" describes a goal: 'massive' (whether you are defining 'massive' to mean content, world size, subscribers). Since it's describing a goal, not a genre, that means a game that wasn't an MMORPG early in it's life, can become an MMO later in it's life, just by increased player count or world expansions. With the exception of World of Warcraft and Lineage 2, no game hit 1 million subscribers within it's first year of release (at least, as of 2008).
This is why ORPG is so much a better term than MMORPG. World of Warcraft is a commercially successful ORPG. Success is also relative. If I made a game, and had 1,000 subscribers, I'd consider it successful for me as an individual.