Technology

Which online game is the best? Part 1

Online games open up a new world for those who love competition. In most MMORPGs, you compete with people from all over the world. I have been able to play many online games over the years. Most article writers, gaming journalists, etc. you don’t have time to properly analyze online role-playing games. In this article I tell you:

  • What makes a good online game?
  • What makes an online game BAD?
  • How do I satisfy everyone as a developer and make money at the same time?
  • The best individual aspects of each match I’ve played.
  • What games I couldn’t wait to be released, but didn’t play when they finally released (and why…)
  • Why hasn’t anyone been able to get it right since Ultima Online…

*As you read this article, keep in mind that I am an avid pvp enthusiast.*

Many of the worlds are constantly changing. The sheer size of monumental projects usually equates to a horrible launch. Even the billion dollar company Sony Online Entertainment failed in this field with SWG.

It is impossible for a gaming journalist to review an online game in 6 months. There are so many things that change in that period of time. Some magazines have taken notice of this and have made adjustments to properly review online games. That said, everything I mention in this article is based on *AT LEAST* one year of play on each game. I hate jumping from one game to another…

“So Tay, what makes an online game good for player killers and pvp fans?”

First of all, the game must be based on skill. It’s best if you are rewarded for strategic thinking rather than “twitch-based” reactions. You should never have a game that rewards time over skill. Of course, there should always be some rewards for playing longer than someone else, but those rewards shouldn’t make you unkillable.

Second, you need a large player base. If there aren’t enough people playing, what’s the point?

Next, there must be a point in all this effort. You should always have a measurable and easily defined goal to work towards. Besiege castles, acquire kill points, reach the top of the ladder, get loot, etc. are all good ways to keep most pvps busy.

A caring and responsive development team is a MUST. You don’t want a community where player questions and concerns are ignored for the good of the shareholders. That just doesn’t create a lasting game. You definitely shouldn’t create a team of players to collect community concerns and then quickly ignore them. *swg coughs*

Lastly, the game has to be fun. Fun is not a quality that is easily defined. Many people find different things interesting. You know I have a big penchant for pvp (player versus player), so I’ll continue to focus on that. For a pvp game to be fun, the classes must be balanced. Nothing on the face of the earth is perfect, but developers must realize that party-based pvp must have classes with defined roles. Games with a more individual focus should have balanced characters.

Speaking of fun, I’m surprised so many games regurgitate the same content over and over again. Developers often use this lame excuse: “Our game is the perfect sandbox for blah blah blah. You should be entertained.” Even if you put a child in a room with other children (lots of toys around), those children will get very bored if the items they have to play with don’t allow them to be creative or create new content. Most of these companies make millions of dollars a month, but can’t they afford to hire staff to interact with players? Imagine visiting a store with nothing but security guards (GMs) and no sales representatives.

I want you to imagine a completely static world. A world where you can complete many tasks, but no matter how hard you work, you can NEVER CHANGE ANYTHING.

This is only the first part of this article series. It is definitely not a topic that should be rushed in my opinion. Until the next installment, keep killing, keep grinding, and don’t waste your time playing games that don’t really reward your efforts.

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