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Reader Comments (39)

Posted: Sep 15th 2009 9:54AM Macabre 13 said

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By that logic, WoW isn't an MMO either...

Posted: Sep 15th 2009 9:55AM Macabre 13 said

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Bah, comment fail...

Intended as a response to Venekor.
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Posted: Sep 15th 2009 10:08AM Wieland said

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First DUST514 and now this one.
Why the hell are they making all the interesting MMOFPS console only.

Posted: Sep 15th 2009 3:12PM (Unverified) said

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Because they are easier to design for?

When building a game for a console, as opposed to a PC, you only need a different version of the code for each console you support. When building a game for a PC, you need a different version of the code for each OS you support, and each hardware setup THEY support. The testing problems for developing a game for a PC are an order of magnitude greater.

Throw in the MMO side of things, and you have even greater complexity. MMOs have quite a bit more data to handle than standard PC games, and so require larger portions of CPU and RAM to function properly. And while an MMORPG can get away with reasonable amounts of lag, in an MMOFPS too much lag can render the game unplayable. By designing solely for one or two of three known hardware setups, a developer can ensure that lag is minimized as much as possible without having to take into account a huge variety of hardware permutations.

In other words, it's easier.
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Posted: Sep 15th 2009 10:17AM Arkanaloth said

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by the strictest definition of the term, yes MAG is an MMORPG... course by that definition, Halo 3 is an MMORPG as well. Funny that the strictest definition lends itself to the widest interpretation.

MAG is Massive, it's Multiplayer, it's Online, and it's most certainly a Game, so the real question is the Role Player part. Does one play a role in MAG or do you just drop in and start shooting? Are these roles defined? Sniper, Medic, Grunt, Heavy Artillery Commander, etc? If these roles do indeed exist, and people must play within and support each other through the use of special abilities each role provides, then yes MAG is indeed an MMORPG.

Posted: Sep 15th 2009 10:42AM (Unverified) said

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Yes, it's most definitely an MMO. In fact, it was said quite a while ago, most multiplayer gaming will go MMO. People like having characters that build up, show their hardwork and skill having results and gains. They like for what they do to matter, and being able to have persistence in their game. It's a key ingredient for gaming addiction.

So the classic sense of MMO, in the EQ-WoW sense of things, is a very narrow view. MMO's are coming out in all shapes and sizes these days, and this is yet another example of that.

Posted: Sep 15th 2009 10:46AM Myria said

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When did 256 players on a discrete map -- essentially a 'world'/server/shard/what have you -- become "massive"? Massive when compared to other FPSs, perhaps, but when did FPSs become the standard for MMOs?

You want to know if it's an MMO, compare it to other MMOs.

Posted: Sep 15th 2009 10:51AM Macabre 13 said

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"You want to know if it's an MMOFPS, compare it to other MMORPGs"

There, I fixed it for ya. :)
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Posted: Sep 15th 2009 11:06AM CCon99 said

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If a game like Champions Online is considered an MMO with under 100 people per map, then MAG should definitely be considered an MMO game.

Posted: Sep 15th 2009 4:56PM (Unverified) said

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Actually, MAG is persistent since it has changing warzones, which might be different when you log in again.

Posted: Sep 16th 2009 4:21AM (Unverified) said

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I disagree with it being persistent, which in turn means I disagree with it being an MMO. Persistence in an MMO means change. Although maps change that is not a significant change to be dropped into persistence. Why? Eventually you will play all those maps and they will not change.

It's in the same boat as color, it has no major effect on game play. Just as if you changed your class every so often this is not persistence this is a quantitative limitation on the software. Which can be expanded by again this is not persistent due to the fact that the change does not occur within the game but through DLC which might cost money. MMO's have free content and changing story lines without you having to pick up expansions. The history of the world changes, new characters arrive. Cities might be removed destroyed. This is persistence.
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Posted: Sep 16th 2009 4:56AM (Unverified) said

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"I disagree with it being persistent, which in turn means I disagree with it being an MMO. Persistence in an MMO means change. Although maps change that is not a significant change to be dropped into persistence. Why? Eventually you will play all those maps and they will not change."

Note that almost every MMO has a finite number of zones. Play long enough, and you will play through every zone in the game. The zones do not change, except in patches (which most games get) and expansions (which many games get).

"It's in the same boat as color, it has no major effect on game play. Just as if you changed your class every so often this is not persistence this is a quantitative limitation on the software. Which can be expanded by again this is not persistent due to the fact that the change does not occur within the game but through DLC which might cost money."

Again, changing your "class" in a standard MMORPG is a limited affair. You get a different set of abilities, with different progression, but in the end it's still the same basic stats as every other class. This is a limitation in the software and will continue to be until a truly classless and skillcapless system is introduced. New classes are almost always introduced either in expansions (which cost money) or in mini-expansions (or DLC, again, money). F2P MMOs are more up front with their costs, by the way.

"MMO's have free content and changing story lines without you having to pick up expansions. The history of the world changes, new characters arrive. Cities might be removed destroyed. This is persistence."

MMORPGs on the market do NOT have free content to speak of. If there is content added in a patch, which is rare since most patches involve class balancing and bug fixes, it is usually a small, quantifiable amount of content, far less than can be received in the large, for-cash expansions. On top of that, this content is added at the END of the progression chain, without any of the rest of the world actually changing. This is NOT persistence.

The changing of the low-end of the world in a major patch is a relatively new thing, and is only really being tried by a major MMORPG in the upcoming Cataclysm patch for WoW (with the exception of EVE, which is the most consistently persistent world out there, and doesn't charge for ANY extra content, bless CCP's collective souls).

So. MAG has a limited number of classes, like major MMORPGs, a limited number of "zones" or maps, like major MMORPGs, and will likely change primarily through small content patches or very large DLC or store-purchased expansions, like major MMORPGs.
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Posted: Sep 15th 2009 8:18PM (Unverified) said

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The term MMO, strictly speaking, can allow for a plethora of games to be applied to it and all of those people will be right in the strictest interpretation of MMO being "Massive, multiplayer and online."

The problem with this, at least for online web news outlets that revolve around the dissemination of information about MMOs, is that, other than starting flame wars and thereby being able to gain more advertising dollars based on the amount of web traffic, the discussion usually devolves into arguments that bounce between literal semantics and figurative interpretation.

So let's address some of the arguments made in this forum, since the author of this ridiculous article(?) doesn't seem to want to define what he thinks an MMO is.

1. Character Building - Often referred to as "character development" (it's not, character development happens in books) is a staple of RPGs. As such, most MMOs have some element of character building in their games. Character building is NOT an element of MMOs, It is an element of MMORPGs. CoD has character building, and yet the same people who argue for character building argue against CoD as an MMO.

2. Capping Players per Shard - Presumably, this argument is about shard caps per zone. Champions online has shard caps, certainly lower than 256, and multiple shards reiterating each zone. AoC does this as well. These are considered MMOs. APB and Global Agenda do this as well, people say these games are not. Certainly this is a flawed arguement, and games with population caps are not necessarily exempt from being MMOs.

3. Persistence - This is what makes an MMO an MMO in the sense that most people consider them. Not the persistance of the world, but the persistence of a character on that server. Champions has one server that everyone plays on. If you do something stupid, everyone in game is going to remember. The community is persistent. Other games with multiple servers have this to a lesser degree. Your actions with your character are lasting, and your only option is to delete your character or start on a new server. Any game that features a persistent community stuck on the same server is, in my opinion, an MMO. This is what makes games like CoD, Team Fortress, and other online games, despite there massive...ness(?) not actual MMOs.

When the term was coined, persistent world games were massive by other standards. This is not so much the case any longer, nor is it what defines them anymore. The term is about as meaningful a label as "video game" and should probably be changed. That Colin Brennan doesn't consider this in his article is lazy, or as above, intended to increase web traffic.

Posted: Sep 15th 2009 8:52PM (Unverified) said

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@ Kdolo

It's a discussion topic. The entire point of The Daily Grind is for the readers to share their own opinions, not just listen to ours.
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Posted: Sep 15th 2009 9:58PM (Unverified) said

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@ james egan

Again, strictly speaking, it's an MMO because it's massive, multiplayer, and online. that is not an opinion, it's fact. So, what the hell are you asking us?

Point is, the question is stupid. Any way you define MMO, this game either is or is not an MMO and that's not really opinion. You might as well be asking, "Is MAG a video game?" What you should really be asking is, "What is the definition of an MMO?"

If you're not essentially asking that question, you either don't realize that your original question is asking for an opinion when the answer can only be fact or so open to interpretation that it loses meaning, you want to generate web hits for advertising profit, or you're just lazy and didn't want to think this week when you posed your question. Whatever reason, the question posed derails actual discussion or opinion and goes into a semantic argument.
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Posted: Sep 16th 2009 5:01AM (Unverified) said

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"3. Persistence - This is what makes an MMO an MMO in the sense that most people consider them. Not the persistence of the world, but the persistence of a character on that server. Champions has one server that everyone plays on. If you do something stupid, everyone in game is going to remember. The community is persistent. Other games with multiple servers have this to a lesser degree. Your actions with your character are lasting, and your only option is to delete your character or start on a new server. Any game that features a persistent community stuck on the same server is, in my opinion, an MMO. This is what makes games like CoD, Team Fortress, and other online games, despite there massive...ness(?) not actual MMOs."

Most major MMORPGs do not have everyone on the same server. In fact, that development is a relatively new one. By your definition of "persistence of community," World of Warcraft, Final Fantasy XI, Everquest, Everquest 2, City of Heroes, and numerous others are NOT MMOs, because the community doesn't all share the same server.

Likewise, most people DO create multiple characters, or have their character's name or appearance changed, to avoid the stigma they might have built for themselves in a number of these games.
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Posted: Sep 16th 2009 4:13AM (Unverified) said

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MMO

Massively meaning 100+ players at any one time in any one location or at least one location on a given server.

Guild Wars no, so not a MMO.
MAG yes, but does it pass the rest?

Multiplayer

Clearly everyone understands this aspect.

Online

Now this doesn't just mean you log on, not since the 90s. The meaning to online is much deeper with the advent of broadband. The meaning is to be persistent. Meaning it never ends. So MAG can not pass this criteria, each game eventually comes to an end. Where as MMO's tend to change with expansions and patches to update the content, hence persistent.

Guild War's passes this however it failed the Massive so it's still not an MMO.
MAG passes the Massive but fails this so it's not an MMO.

So to be an MMO in the genre, it would have to meet these

Massive = 100+ people playing simultaneously in one location (Zone/Instance), in the exact same area. AkA they can directly interact or effect each other beyond a chatroom interface.

Multiplayer = You know this.

Online = Persistent, meaning it must be continuous, and have a story that progresses with content.

Yes I know many people mislabel many games as MMOs one of the major ones is Guild Wars, it's right on the cusp but it's not in the actual category. The current age technology has blurred the lines alot confusing many people. However the definition has never faltered or changed.

Posted: Sep 16th 2009 5:04AM (Unverified) said

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"Now this doesn't just mean you log on, not since the 90s. The meaning to online is much deeper with the advent of broadband. The meaning is to be persistent. Meaning it never ends. So MAG can not pass this criteria, each game eventually comes to an end. Where as MMO's tend to change with expansions and patches to update the content, hence persistent."

I disagree. MAG does have a persistent world-view server that never shuts off. This server keeps track of the overall fight, the war if you will, and adjusts the battles accordingly. It's very similar to a number of other games, where there is an overall strategic view with the bulk of the gameplay being in the individual battles. Just because you don't participate in a particular battle directly doesn't necessarily mean you can't have an effect on it. This metagame, where each battle affects the overall war, is quite different from most FPSs, where you would simply fight on a particular map and choose a side. Your character already has a side and a vested interest in the overall war, so this metagame does in fact matter.
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Posted: Sep 16th 2009 9:43AM (Unverified) said

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First off ... Guild Wars in an MMO. while the majority of the action takes place in personal instance zones there are still towns and areas that you will walk into other players and can interact with them. DDO: Unlimited is the same way. The only reason there are multiple instances of towns is because they don't want to lag anyone out with too many people like you do if you hang around the auction house in a major city in MMOs like WoW or FFXI.

Second ... your definition of persistent world is just wrong. A persistent online world means the world is ongoing even when no one is actively doing anything in them. I posted elsewhere comparing it to real life. Every night you should be going to sleep and during that time you are not active. This is an equivalent to logging out in an MMO. Just because you are asleep doesn't mean the world stops spinning. Reality is a persistent world. If you think about FPS games the world is not persistent. You get a copy of a zone each time you start a new game and anything that happens in that world goes away once the game is over.
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