*Note: I believe this is the right forum to place this topic under though if it is not my apologies*
I come to you fellow gamers with this situation. In my EQ days there were many times where I took breaks and during those breaks I would play many a game, one being Morrowind. Now since this was an RPG I was excited and soon rushed into it head first. I though oo this looks great and quite fun but alas it didnt turn out as expected. I progressed along at my own pace, filled with sword fights, looting, bashing and the general RPG experenice but something was missing.
The interactivity with my fellow players, I had felt that it was lonely. Yes you may say, "But this is a single-player game of course your alone," But in my EQ times you always had those fellow gamers with you at their PC, like you are, somewhere else in the world, slashing and kicking ass as you were. You had your guild mates your friends and random strangers like you would in RL. You could talk to them about new loot, how to take down this mob or just talk to talk. And in Morrowind this was missing and well I just did not like it at all, I could not talk to someone how to solve this quest or show them this new katana I just got.
From this it seemed that the RPG experenice was not as rich as it could be, with you, the gamer, having to make up for the non-multiplayer aspect of it.
What I come to you fellow gamers to ask is, "Knowing that I probably am not the only to have felt this, do you think that
One: This will affect enough gamers on the whole to have a dramatic effect in the MMORPG/RPG Market?
Two: Are the people who experenice this in the minority and therefore have no real effect on the industry?
Three: How can the realness of the MMORPG, the ability to talk to others about the "world" compare to the one-sidedness, make-up-your-own-realness that are single-player RPG's or
Four: Did this only happen because of the entire Openness that Morrowind was and because it copied the real world as much as it could that the losing of the real player aspect was a dramatic change when compared to coming from EQ where players drive the experenice?
Thank you for your time and for your thoughts.
Peace
I come to you fellow gamers with this situation. In my EQ days there were many times where I took breaks and during those breaks I would play many a game, one being Morrowind. Now since this was an RPG I was excited and soon rushed into it head first. I though oo this looks great and quite fun but alas it didnt turn out as expected. I progressed along at my own pace, filled with sword fights, looting, bashing and the general RPG experenice but something was missing.
The interactivity with my fellow players, I had felt that it was lonely. Yes you may say, "But this is a single-player game of course your alone," But in my EQ times you always had those fellow gamers with you at their PC, like you are, somewhere else in the world, slashing and kicking ass as you were. You had your guild mates your friends and random strangers like you would in RL. You could talk to them about new loot, how to take down this mob or just talk to talk. And in Morrowind this was missing and well I just did not like it at all, I could not talk to someone how to solve this quest or show them this new katana I just got.
From this it seemed that the RPG experenice was not as rich as it could be, with you, the gamer, having to make up for the non-multiplayer aspect of it.
What I come to you fellow gamers to ask is, "Knowing that I probably am not the only to have felt this, do you think that
One: This will affect enough gamers on the whole to have a dramatic effect in the MMORPG/RPG Market?
Two: Are the people who experenice this in the minority and therefore have no real effect on the industry?
Three: How can the realness of the MMORPG, the ability to talk to others about the "world" compare to the one-sidedness, make-up-your-own-realness that are single-player RPG's or
Four: Did this only happen because of the entire Openness that Morrowind was and because it copied the real world as much as it could that the losing of the real player aspect was a dramatic change when compared to coming from EQ where players drive the experenice?
Thank you for your time and for your thoughts.
Peace