Originally posted by: Tom
Originally posted by: DPmaster
Originally posted by: Tom
Originally posted by: AbAbber2k
A 3D graphical server lobby does NOT an MMO make. GW and DDO are not massively multiplayer because of their complete reliance on INSTANCING. Can we at least agree that Diablo/D2 are not MM? Then what if the Battle.NET server was represented graphically as a city (say Tristram/Rogue Encampment). Would Diablo/2 suddenly be considered an MMO? Persistance IS a pre-requisite. Just because MMORPG doesn't have "Persistent World" anywhere in the acronym doesn't mean that doesn't come with it.
For the most part GW is compared to WOW and EQ, both of those games have instancing, and
do not have persistent worlds either.
So given your criteria none of these 3 games are MMOs, which I can accept, but what I don't accept is that it's ok to excuse the limitations of some games, but not of GW.
And I am not saying that all the games have the same limitations, or that there's anything wrong with not liking GW, or saying it's less of an MMO than the others.
What I do disagree with are attempts to not discuss or compare the games because of some arbitrary line in the sand that this game is an mmo and that games isn't, just because someones thinks they have the authority to impose such a ruling on the world at large.
That is an incorrect statement for WOW and EQ. What is instanced in those games are dungeons. The rest of the game world is persistent in games like WOW, EQ, EVE, etc. This is directly opposite of what Guild Wars is. In Guild Wars, the entire game world is instanced.
My statement is not incorrect, in fact you confirm it yourself with your statement. If a game has instancing, then that part of the game does not have a persistent world. That is all I said. My point was to refute absolutism in criteria through irony, to give an example of where such narrow-minded thinking leads one.
And to add to that, even the part of the world that is considered "persistent" is only partly persistent. The background is persistent, but the key elements of gameplay are constantly regenerated. So it's kind of persistent on a superficial level, but in other ways it's not persistent at all.
Furthermore, a persistent world is only relevant in terms of what it does to enhance the game. If you think about why a persistent world can potentially enhance a game, it turns out there are several reasons, one of which, as I said before, is that a world that is persistant can evolve and present the player with a different experience each time the player enters the world.
This is an element of a persistent world, that GW is designed to facilitate, without all of the other elements of a persistent world.
WOW and EQ have more of the elements of a persistent world than GW, but they still only have some of the elements, some of the time.