Future Frame of Play

This weekend was a lot of fun.  Like most of the MMO blogger ilk, I flitted around between a variety of MMOs.  I started playing Lord of the Rings Online again in order to level up my Warden.  I tried, and miserably failed, to solo the new Guild Wars 1 mini-mission Temple of the Intolerable, which is the third in the line of mini-missions to assassinate Mursaat.  The difficulty is spot on, and once I can snag a friend (with PvE-skills and a hero), I hear it’s not too bad if we’re careful.  Finally, I decided to check out Dragonica, which I will discuss. 

Dragonica is a fun little MMO dalliance, which takes its ancestry from Maple Story, and maybe God of War.  The game is very action oriented where players send enemies flying through the air, jumping into said air, and then hitting them for 5 more times before slamming to the ground.  Mobs are basically loot pinatas in the most literal sense.  And, for a change it was good fun.  I mean the premise, like God of War, is that I would beat the snot out of every enemy I saw.

There were a few people out and about in the beginning zones, but for the most part I was alone.  Except for the bot checkers PMing me with their letter counting games, there was not much chatter either.  This was all well and good until I thought about how the game would be a month from now.  Would I basically be soloing the persistent and instanced zones for the foreseeable future?  Would the gameplay really change to make it easier to group?  Will there be more people shortly ahead, or are they all so far gone to the end game that I might as well not bother?

I am enjoying the little bits of play in Dragonica.  For a little hack’n’slash MMO that’s free, Dragonica is pretty high quality.  Yet, I am failing to get an impression of what the future gameplay in the MMO has in store for me.  Without a clear path, I am more likely to fall back on old MMOs with clear, well-trodden paths.  In this age of MMOs, I think this is extremely important.  Each unit of time in an MMO creates a persistent investment.  The character, player wealth, player skill and knowledge, and even gameplay should all grow for each minute spent in the game.  I feel for Dragonica, the last is the most important because I know with the usual progression mechanics the first three elements are well tended.  I am not sure about the last one.

–Ravious
considering you stabbed him nine times

6 thoughts on “Future Frame of Play”

  1. Sounds like an interesting MMORPG. I’m not sure where the next gen is going to lead us, but I imagine it will either be amazing or drive people back to older games. That said, how much can you play a game like the one you describe before even that gets old?

    -VG of http://www.vgtheory.blogspot.com

  2. How the hell did you hear about it? If the gameplay is really action-oriented you’d think that’d be something advertised or at least talked about. I’ve never heard of it except for one little post on a little-read blog I frequent just now. ;-P

    1. It was yet another Korean MMO that never seemed to break through to the ‘sphere. Like I said, it’s fairly high quality, and owth the 1 gig or so download for an hour of hack’n’slash rpg.

  3. My latest dalliance into alternative MMOs led me to Allods Online, which I have immensely enjoyed. I’m somewhat happy to hear about the new Guild Wars content, though it is far, far too little and much too late. Guild Wars 2 is years overdue and “mini-missions” do not, in my opinion, comprise anything close to a wealth of new things to do.

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