Friday, December 25, 2015

Game Review: Massively Multiplayer Online Role-Playing Game


Have you experienced having lucid dreaming? or have you experienced to watch movie and somehow you want to be the protagonist of the story? yah i know, how frustrating to see yourself sitting in the chair at pinapanood lang yung character, maybe that's the reason why MMORPGs was born to make a satisfaction to play your fantasy based character; Roam the land, fight monster and to be able to learn more about the story, the land, Neutral Personnel, use & learn magic, create and make totally bad-ass items and weapon. Being in an RPG World is different of playing one-shot game, you have to live and make yourself into it. kailangan mong maramdaman yung transition mo mula sa pagiging sit-in player into an avid mmorpg player yung tipong ipinapasok ka sa mundong ikaw mismo namamangha! 

Gameplay:

Massively Multiplayer Online Role-Playing Game (MMORPGs) blend the genres of role-playing video games and massively multiplayer online games, potentially in the form of web browser-based games, in which a very large number of players interact with one another within a world. As in all RPGs, the player assume the role of a character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's publisher), which continues to exist and evolve while the player is offline and away from the game.

MMORPGs today use a wide range of business models, from free of charge (with microtransactions) or advertise funded to various kinds of payment plans. This list uses the following terms.

Free-to-play (F2P) means that there is no cost to purchase the software and there is no subscription charge. Variably applies to traditionally bought and forever available games (see Buy-to-play below). Almost all newer MMOs that fall under this category now includes heavy microtransactions however, which causes them to overlap with the Freemium model most of the time. ex. Wild Star OnlineTwelve SkyShin Megami Tensei: ImagineCabal Online and Dragon Nest SEA

Freemium means that the majority or all of the game's content is available for free but players can pay for extra content, added perks or faster advancement into the game via microtransactions. ex. Star Trek OnlineWizard101Rohan Online and Ran Online

Buy-to-play (B2P) means that the MMO can only be played by purchasing the game, but there is no subsequent subscription fee for playing the game. These games may or may not include additional microtransactions, or may sell additional content in the form of expansions instead of asking for an ongoing subscription fee. ex. Warhammer 40,000: Eternal Crusade and Shroud of the Avatar: Forsaken Virtues

Pay-to-play (P2P) means that the MMO requires a monthly subscription fee or other ongoing fee in order to continue playing the game. It may also require an up-front purchase of the game in addition to the monthly subscription fee, though many of these up-front purchases include a month of game time. This was once the most common way for MMOs to finance themselves, but has fallen out of favor in recent years as an increasing number of games have switched to other business models due to difficulty in retaining customers. ex. Star Wars Galaxy & Ragnarok Online (freemium or Pay-to-play; depends on the server)

What makes an MMORPG successful? 
by Whitestripes09 of giantbomb.com

1. Content
It is important na maganda yung meaning ng game, its either science fiction or fantasy based. Malaki sa aming mga naglalaro yung satisfaction about sa content ng game, may values ba sya kaming matutunan or may skills ba kaming maacquire, hanggang saang level lang mag mamax. Maaring iilan lang ang may point of view nun pero para sa akin yung "content" ang pinaka importanteng rason why do player continue to play.

Content should be prepared and ready to launch at steady intervals in order to keep hardcore gamers that reach max level within a few days, playing . If there is not enough content to play then there is no justification to keep playing. When it comes to MMOs, if there is not enough content it makes the player feel that the monthly fee is not justified and can lead to unsubscribed members. It is an important factor in MMOs to have constant content through the game's lifespan at a somewhat regular cycle.

2. Immersion
This goes for every game out there. Developers should realize that what people want out of video games is to be entertained and whisked away from their seats into another world. In order for this to happen you have to fool the player into believing that they aren't really playing a piece of software that's rolling dice to calculate the next hit on their target. Everything from animations, story telling, textures and so on have to be familiar and somewhere in the realm of being believable. Kailangan dalhin mo kami sa mundo pinili naming puntahan o mundong gusto naming subukan. 

3. Quality
A game has to have a quality standard. It should run at optimum levels that are smooth and guaranteed to almost run 24/7. Its understandable in an MMO to have maintenance periods. In fact, if anything its justifying that the monthly fee the player pays is being put to good work by keeping the game running and having it play the same way for long periods of time.

4. Interaction
Player interaction is the most important aspect of MMORPGs. It's what attracts people to play them in the first place. They're very few other genres of games that offer the type of interaction that MMORPGs provide. In order for a player to really feel like they're other people around, there should be evidence of other players in the world, such as player driven markets and places where they can congregate together. Of course, there should also be content that involves team work with other players and glorious PvP as well. However, it shouldn't feel forced and it should be easy to group up with other players. If I feel that I can't go through a certain area to pass through without another players help, then its considered forced.

However, if the initiative to collect better gear is there and the area is put aside so that I don't have to walk through it, then I would probably more than likely group with a gang full of people to clear out the area and get the nice piece of loot. Accidental interaction is the best way to do this. The developer should be clever with their game by having zones where players will more than likely meet up or even events that entice all players around to participate. It's like having a party almost. You have to give reason for people to socialize with each other. What makes me want to talk to this random person? Maybe I'm just drunk as hell or maybe that was the whole point of providing alcohol in the first place. It lightens people enough to interact with total strangers.

5. Fun factor
The game should of course be fun to play in the first place. The difficulty should feel just right, not too hard and not too easy. The player should feel he never has to question whether or not they're wasting their time playing and should feel that they should play more. A sense of reward and progression either through story or game mechanics should always be present.

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Game Review: Massively Multiplayer Online Role-Playing Game
4 / 5
Oleh

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