• UnderpantsWeevil@lemmy.world
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    1 day ago

    I mean, MMOs were supposed to be continuously supported and developed during the enrollment period. Earlier iterations of the model had live DMs running encounters, active continuous releases to expand the game world and advance the storyline, and robust customer support to address the bugs and defects. Also, just maintaining the servers necessary to support that much data processing was hella-expensive on its face.

    Games as a service don’t need to be a scam.

    But eventually, the studios figured out they can do the MMO business model on any game. Justifying a fee for Everquest was a lot more reasonable than justifying it for a glorified Team Fortress knock off. Or a freaking platformer.

    • Steve@communick.news
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      1 day ago

      I miss EverCrack.
      Not the actual mechanics, things have come a long way since then. But the concepts. No end game. Mobs that take 100+ people all day to take down. And that last piece of armor you want, has a 2% drop rate off them. And even when it does drop, there are 10 of your class who wants it, and you have to work out who gets it. Levels took so long nobody worried about getting to cap, and just hung out. The grind and the community were the point. Not the next piece of gear.

      • kingpoiuy@lemmy.world
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        6 hours ago

        Every few years I fire up project99 and it’s glorious. I’ve been resisting simply because I want to get real life stuff done.

      • Xabis@lemmy.world
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        24 hours ago

        Oh and they were what weekly spawn on top of that too that were also open world spawns to boot, so quite often you had competition just laying claim to it.

        Our server had some quite… colorful guilds that didn’t play nice and would train attempts, or bum rush it in an attempt to do more damage to steal the claim, among other nastiness. Imagine you spent hours getting 80 people together, prepping, and then getting ganked at the last minute. lol pure chaos.

        The GMs were constantly involved sorting out the aftermath. Which was funny in its own right I suppose. Which is probably why they leaned hard into instances in later expansions.

        Fun times. Dont think there will be another experience like it was its hayday.

        • adr1an@programming.dev
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          10 hours ago

          Sounds like my experiences with Ultima Online. Right before they added paladins and necromancers, the shard where I played was quite “raw”. You really got the human experience, with everything: misery, dignity, psycopaths, etc.

          • Xabis@lemmy.world
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            9 hours ago

            And honestly I think that’s what’s missing in “modern” mmos: the human element. Or rather the social one. Which is ironic.

            They are now way too friendly towards solo play and systems like ff14s duty finder removed the social aspect by automating group comp with complete randos that you will probably never see again since it was cross server.

            In evercrack and even ffxi you were required to shout for groups from a pool of players on your own server so you got to know people. Who was good and who was not so good. You built a reputation.

            It was a lot harder for sure, but it felt more meaningful.