typedef struct {Why the MMO genre sucks, and how I'm going to save it};

16Jun/090

Design Peeve #2

Asterax differentiates itself as much by what it doesn't do as what it does. This is part of a series of posts explaining Design Peeves we don't agree with and are trying to avoid.

#2. Shared Single-Player

Shared Single-Player is the idea that, in modern MMOs, each player is playing their own essentially solo experience, with only incidental or periodic contact with other players. Each is playing their own story in a static world. It's easy to see the benefit here: Existing RPG design readily transfers over, where it breaks down in more "worldy" games.

While you can group up and play with other players who are in a similar place in their story (read: close in level), you can't really "play with your friends," because you're all on different paths. As soon as you go hit the club while they're leveling, you're behind. The design response to this has been to make things more and more soloable, or implement sidekick systems. This makes sense, because I sure don't want to spend the first 15 minutes of my playtime looking for that right combination of classes/levels to play with.

Asterax is going the opposite direction. It's not about your story it's about OUR story. I'm a 2 year vet, you started yesterday. Can we play together? Absolutely. Your guns aren't magically weaker than mine. Of course, I have more options...and I'm the only one that can call in friggin' air support to level buildings ^_^

This will require a different take, where "quests" and even "items" aren't just an assumption. I'm confident there's a space in the market for a game that brings the player's story and the world's story together.

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