Huntn, on January 2nd 2006, 05:13 PM, said:
I've been poking around MMORPG.com which has some good info, but I'm wondering if there is a site which compares and ranks features of MMORPGs?
Does the entire game take place in space or can you explore planets? If so are the planets huge? Do you play it?
Has anyone here played EQ2 and WoW for comparison?
there are two pretty good discussions about the ins and outs of EVE on the ArsTechnica.com forumshere
. if i recall correctly, there is a discussion in the second thread specifically as to how EVE compares to other MMOs.
i for one think it looks really interesting since EVE attempts to implement two of my criteria for an interesting, dynamic MMO: 1) privately held property that can be exchanged with others; 2) a player driven world. i'd argue that these are somewhat limited implementations, but they are both realized better than in most other large-scale MMOs.
just one more of those juicy games i'll have to try when i can install XP on my IntelPowerBook.
as for the issue of player-driven fantasy worlds, i can only think of one way it would work with a significant degree of power and freedom given to each player: a "serialized" server. By changing the "chapter" or "episode" once every two months (and hence "resetting" and "developing" the server at the same time), you could solve a number of the classical roadblocks. first, you would regularize or even-out the leveling of all players so that no one player was massively more powerful than the others though the use of a per-episode level cap. this would lead to player-created systems of justice and rules enforced by the players themselves. second, you would be able to hook people on a more closely directed storyline and world-development thread. with its regular "issues", the game would become something of a soap opera, getting people to talk less about the minutiae of gear collection and more about what they think is coming next.
if the game became huge, the infrastructural challenges of switching almost all players over to new content at once would be difficult, as would the steady production of content with hard deadlines. but in a lot of ways i think the regular content updates WoW has pushed proved that both difficulties can be overcome.
another downside to this would be cookie-cutter players who are all at the same development point and who all have the time to gain the best gear. this could be balanced out with the game mechanics in a whole host of ways. it could also be overcome by staggering the opening of new servers, which would then each be at a different point in the plot. of course, players would know what comes next plotwise, but they would have the chance to replay it with a different class, or making different plot / development choices, etc.