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Why are MMORPGs so popular?

MMORPGs or massively multiplayer online role-playing games have brought the world to its knees by lively content and player interaction. Such companies as Blizzard and their World of Warcraft would earn more than 1 billion dollars annually back in the days with the help of millions of participants who would use in-game services and purchases. So what causes the success of virtual reality and how do such games gain their popularity so vividly?

william_cade2776d ago (Edited 2776d ago )

I played a few in the early 2000s - it was cool, but now they suck. The graphics have not caught up with most of these games and they are as shallow as a movie set. So they are raising the price for you to pay them more money. I can't think of one MMORPG that has current graphics or that is deeper than a puddle of spit on a sidewalk, if there is one I would like to know.

I'm good on spending a dollar or two at the arcade.

gdemos012775d ago

Improving the graphics for MMORPGs is a huge challenge though. It's not like console games. There are many other factors to take into account like: fast response time and synchronization between players.

william_cade2775d ago

True, then maybe the skins, expansions etc should be cheaper. And how about a good story, not a story that just leads to the next in game purchase?

trouble_bubble2775d ago

Are they? Or is it really just a couple

50°

44% of games industry professionals have considered leaving the industry as a result of redundancies

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

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gamesindustry.biz
Cockney32d ago

Well if that 44% left im sure there would be a lot less redundancies

40°

Stop Killing Games on the latest European Commission public hearing

It's a step forward for Stop Killing Games.

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rockpapershotgun.com
50°

"Be creative 99% of the time" – Glen Schofield on how creativity can help fix AAA industry woes

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI

Read Full Story >>
gamesindustry.biz
lodossrage33d ago

I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise

We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.

Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.

Scissorman32d ago

it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.

__y2jb32d ago

This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.