Here in
Redefining MMOs we've been over
terminology,
working with lore,
the place of soloing in our online games,
players acting as developers, and attempting to get away from
the carbon copy feel of the genre. With all of that in mind, where could we possibly head to next? Well, how about dealing with persistence?
One persistent world holding thousands of players simultaneously, a world that continues even when you log off. That was the dream, wasn't it? Having an insane number of players all occupying the same game space? Having you and 100 of your closest friends (or perhaps enemies) battling it out over loot, bosses, pvp, and anything else the game had to offer? Persistence has long been one of the central aspects of the MMO genre, where "one continuous world" rules over all. So is persistence what defines an MMO or is it not that clear cut? Perhaps persistence is nothing more than a pesky piece of unpleasant pie and maybe we shouldn't define our genre by it as we do now.
In this issue of Redefining MMOs, I'm going to tackle the thorny issue of persistence, from it's definition down to what we perceive the word to mean. I'm also going to include a discussion on two very different games --
1 vs. 100 and
Chromehounds -- and put both to the MMO persistence test. Then, as the article all comes together, I'm going to tackle the biggest question of them all: "Does persistence matter?" If you have an opinion on this week's subject, feel free to leave a comment on page 3 or even write your own "Redefining MMOs" blog post and leave a comment with the URL.
Continue reading Redefining MMOs: Pesky Persistence
Redefining MMOs: Pesky Persistence originally appeared on Massively on Fri, 14 Aug 2009 14:30:00 EST. Please see our terms for use of feeds.
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