Original Post
I'm writing this thread partially in response to another recent thread on these forums, and partially because of something that's been bothering me for some time. Obviously, most MMOs nowadays are MMORPGs. The reason would seem to be latency - the larger the playerbase and the amount of data the player must download, the faster the connection speed that is required to play with a low ping. But is this a self-causing issue? If we take in our hand any volume; of divinity or school metaphysics your attypical MMO, we see the following aspects: It uses technology that is outdated, but only by a few years in single-player games. It has a large number of players. This playerbase often complains of latency issues. If we were to run a far less complex system (such as Ultima Online's) on a modern game server, then we would undoubtably have extremely high speeds. Why, then, do game companies not downgrade their graphics or complexity in order to allow for faster, more complex gameplay (such as that seen in a fighter)? If we had a massively-multiplayer fighter of the same generation as, say, Street Fighter, then today's servers could perhaps provide a high enough speed to make for a fair match. If we look at MMOs over a recent period, we see that they become more complex as technology develops - yet keep the same, frequently complained-about, gameplay. This may be why MMOs are mostly MMORPGs are never twitch-based. This eliminates a vast portion of the market who enjoy twitch-based gameplay. If we stopped with building complexity of MMOs and instead kept the same amount of data sending as older MMOs, could we create an exciting, twitch-based MMO? Are we, as designers, falling prey to love of polish? Or do the audience, perhaps, crave too much?