At the same time, I was concerned that if games like that became the norm, packaged games would be discontinued. It also astonished me how, depending on the content, MMORPGs could keep players engaged for an indefinite amount of time. I can see why, considering Ultima Online offers a whole different level of freedom even compared to other MMORPGs. Based on what I saw, I had a hunch that the way games were played might drastically change in the future. Basically, rather than playing towards a specific goal, the players were leading their lives in a virtual world. For example, conventional RPGs also featured game elements like combat and completing quests, but in Ultima Online, there were also a great deal of players who logged in just to chat. It was how players played or spent their time in MMORPGs in fundamentally different ways compared to games we’d seen so far. What was it about MMORPGs that surprised you in particular? It was stunning to me at the time like, “How is something like this even possible?” * Ultima Online is a game released in 1997 widely considered to be a pioneer of the MMORPG genre. After being told the game was played in a virtual world on the internet, I gave it a try and was left dumbfounded by the experience. That would be when Ultima Online* emerged. To start us off, when did you first become aware of MMORPGs?
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