It would be misleading to imply that FPS games are the only game in town when talking about player numbers. While the total number of gamers who could be classed as online role-playing gamers first an
It would be misleading to imply that FPS games are the only game in town when talking about player numbers. While the total number of gamers who could be classed as online role-playing gamers first and foremost lags behind the FPS genre, this is arguably due to the smaller selection of popular games on offer. Certainly, Blizzard Softwares isometric-view RPG, Diablo II, easily surpasses any FPS title (including Counter-Strike) in terms of online players worldwide through Blizzards own dedicated server system, Battle.net. In a similar graphical vein, but with a more studied and traditional role-playing bent is Ultima Online It offers players much more flexibility of action and freedom of virtual lifestyles than the rogue/fighter/wizard selection that seems to limit Diablo.
EverQuest, dubbed evercrack by its followers, is similarly massive in scope and appeal. It offers a tantalising glimpse of the future of not only role-playing games, but online gaming in general. Adopting an FPS-style presentation, the player makes their way through a game world occupied by both computer-generated monsters and hundreds of other players. Scorning the relatively small numbers of players supported by FPS titles (technically as high as 64 simultaneous players with Tribes 2, but, typically, the more practical 8-16 player level), games like EverQuest and Asherons Call (from Microsoft) offer hundreds of players simultaneous questing - both solo and in groups. This form of RPG has become so popular now that it has spawned a new subgenre, Massively Multiplayer Online Role-Playing Games (MMORPGs).
Australias key issue is that MMORPG servers are inevitably hosted offshore to maximise access internationally. This can lead to slow and inconsistent connections to the server, which in turn can hamper the flow of play. MMORPGs are usually pay-per-play games, and this entails a small monthly payment for the use of the games servers in addition to the retail price of buying the game (which normally can only be played on the pay-per-play servers anyway). While many players may accept poor network conditions when playing games that do not charge a monthly access fee, not many people will pay for a service that offers sub-par performance. Consumer expectations in this area ensure that excellent network performance is a key imperative in the minds of todays MMORPG publishers, who look not only at the money such titles make from sales but, more importantly, the regular monthly income that the title will continue to generate.
With the flexibility to do more than merely run and shoot, MMORPGs are tipped by pundits to be a key building block for the next jump in online gaming, both in terms of player numbers and gameplay evolution. So what can role-players expect in the more immediate future? For starters, discard the notion that the future is solely about playing in a world of gaunt mages, menacing forests and medieval castles. Developers are increasingly opting to diversify their settings. Star Wars Galaxies, due for release soon from the LucasArts stable, will enable players to establish a virtual existence in the world of Han Solo and Darth Vader. Hopefully, this will mark the beginning of a productive relationship between film licencees and the MMORPG field. Neverwinter Nights, from BioWare, makers of the immensely popular Baldurs Gate series, will also vary the theme. It features an original client/server-player/dungeon master model where individuals can create and host their own worlds online, with links to other peoples worlds, creating an interesting alternative form of MMORPGs.