Original Post
I've been a big fan of MMOs for a while. My first was a mac-only game (at the time), Clan Lord. It's graphics were terrible, but to me, it was the first game without a fixed player limit of 10 or less. I played it for a while but came to realize the game was skewed toward people who spent so much more time on it than me. No matter what, it was just a time sink or a game of favorites with the people who ran the game. I played Guild Wars for a while. I liked it, but it felt like a watered down version of Diablo 2. Something was unappealing about it. It had no hook to it. For an MMO, it was the least MM game I've ever seen. To me, it was diablo 2 without the lobby/chat, but you stood in town, instead. Same thing, basically. World of Warcraft was my last major endeavor. I played it until burning crusade with doing very little raiding. I did some 20 mans, and a few of the big 40 mans, but I really hated it. The time sink was exponentially larger than any other game before. I had to eat, sleep, and live the stupid game, and I grew to resent it. In addition, MMOs like these tend to bring a great deal of social baggage with them. Everyone seems to try to get fitted with the right guild, to suit themselves up as it were, to be spoon fed items or status or, whatever. I can't explain, as a raiding guild master, the stupid and utter tripe I had to deal with on a daily basis. Just sheer high-school type drama. I hated it. Well, I've cancelled all my subscriptions, and lately have been coding more to pursue some goals I've had (just to make games, nothing fancy). And I got to thinking. When I played MMOs I rarely exploited the "mass" nature of it. I hated playing with other random people. Hell, I thought most people were stupid and annoying, most the time. How many of you know what a PUG is? If that's the case, why is "mass" even necessary? The only thing I found remotely interesting about MMOs was random world PvP. The pre-set battlegrounds were just another form of grinding. Mildly entertaining, but it gets old and boring fairly quickly. Then I began playing d2 again... even in d2, I still only play with a small hand full of friends. If each new game of diablo 2 is basically an "instance," what really is the benefit of all that massive engineering and architecture that comes along with a full fledged MMO? I don't know. The most current game I'm working on with my partner is a hark back to SuperNES days. We were thinking of doing a smaller scale MMO-type networking (100-500 players, tops). But the more I think about it, the more I wonder. What was really wrong with just playing with people you WANTED to play with? 99% of my experience playing with random people in WOW and Guild Wars was frustrating and I wished I reclaim my lost time after pulling my hair out. What are your thoughts on mass multiple player versus choosen-smaller scale networking? To me it seems like Guild Wars was the glue between Diablo 2's battle.net and World of Warcraft. Towns are mostly just lounges where you put together a group, a meeting spot, much like a chat lobby, but taken a step further (you're in the game!) However, when you leave town it's your own instance. Just you and your party. The older I get and the more experience i have playing these games, I continually find myself having more FUN with the non-mmo games, because really, I just want to play with only the people I know.