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A D&D 3.5 MMORPG
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<blockquote data-quote="Shadowdancer" data-source="post: 2803557" data-attributes="member: 515"><p>I hate to jump into this little discussion so late, so I will do so now only to point out the basic flaw in Warlord Ralts' original statement.</p><p></p><p>He says WoW MMORPG is very successful because it has a large fanbase of World of Warcraft computer game players to draw from. And that an Eberron-based MMORPG will not be successful because there is not a large fanbase of the setting to draw from.</p><p></p><p>Then how does he explain the tremendous success of the Everquest MMORPG? That predates WoW by several years, and it was a brand-new setting when it went online. No one had played in that setting before the MMORPG came along. There were no novels, no RPG supplements, not anything detailing that setting -- it all came along later. That didn't stop people from playing it hours on end, as if addicted. In fact, Everquest became known, jokingly, as Evercrack because it was so addictive.</p><p></p><p>I believe Merric has it correct: it isn't the <em>setting</em> so much as it's the <em>experience</em> that make a MMORPG, or any game for that matter, successful and popular. Setting can contribute to the experience, but so do the rules, the characters that can be created, the graphics, the way the characters interact with each other and the setting, etc. Eberron has enough innovation to it that it can contribute to a successful MMORPG set in it. But the setting <strong>alone</strong> won't determine that success. That will come from the gaming experience.</p></blockquote><p></p>
[QUOTE="Shadowdancer, post: 2803557, member: 515"] I hate to jump into this little discussion so late, so I will do so now only to point out the basic flaw in Warlord Ralts' original statement. He says WoW MMORPG is very successful because it has a large fanbase of World of Warcraft computer game players to draw from. And that an Eberron-based MMORPG will not be successful because there is not a large fanbase of the setting to draw from. Then how does he explain the tremendous success of the Everquest MMORPG? That predates WoW by several years, and it was a brand-new setting when it went online. No one had played in that setting before the MMORPG came along. There were no novels, no RPG supplements, not anything detailing that setting -- it all came along later. That didn't stop people from playing it hours on end, as if addicted. In fact, Everquest became known, jokingly, as Evercrack because it was so addictive. I believe Merric has it correct: it isn't the [i]setting[/i] so much as it's the [i]experience[/i] that make a MMORPG, or any game for that matter, successful and popular. Setting can contribute to the experience, but so do the rules, the characters that can be created, the graphics, the way the characters interact with each other and the setting, etc. Eberron has enough innovation to it that it can contribute to a successful MMORPG set in it. But the setting [b]alone[/b] won't determine that success. That will come from the gaming experience. [/QUOTE]
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