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  1. #1
    Grievous's Avatar
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    Quote Originally Posted by smokey View Post
    MMO is fine to describe all those games. I really don't see the problem.
    I kind of feel the same, in the case of Dota, everyone connects to central server, I'm guessing that's the Massive part. Some people might not consider WoW to be massive since its 20 000 per server?

  2. #2
    Anime Junkie shadowfox's Avatar
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    Quote Originally Posted by smokey View Post
    MMO is fine to describe all those games. I really don't see the problem.
    Quote Originally Posted by Grievous View Post
    I kind of feel the same, in the case of Dota, everyone connects to central server, I'm guessing that's the Massive part. Some people might not consider WoW to be massive since its 20 000 per server?
    An MMO essentially requires two major things to be considered an MMO:

    1. It should support a large number of players simultaneously within a single world and
    2. It should feature a story-driven persistent world ie - the state of the game still keeps changing regardless of whether you are online or not.

    In the case of Dota (and many other multi-player games), people connect to a server for the purposes of matchmaking - they do not all play on the same server. What's the max per map - 10 or 12? Not really massive. If you use that definition, any game with a couple of people on the same map would qualify.

    And what happens when the game is closed? Does the world continue moving forward? No - the map/instance is essentially destroyed when the game ends, and refreshed when a new game starts. There is essentially no passage of time.

    Bodhi was basically correct - the title of that report (I'm not singling out MyG here - but the authors of the original report rather) should have been top online games of whatever year.

  3. #3
    Grievous's Avatar
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    Quote Originally Posted by shadowfox View Post
    An MMO essentially requires two major things to be considered an MMO:

    1. It should support a large number of players simultaneously within a single world and
    2. It should feature a story-driven persistent world ie - the state of the game still keeps changing regardless of whether you are online or not.

    In the case of Dota (and many other multi-player games), people connect to a server for the purposes of matchmaking - they do not all play on the same server. What's the max per map - 10 or 12? Not really massive. If you use that definition, any game with a couple of people on the same map would qualify.

    And what happens when the game is closed? Does the world continue moving forward? No - the map/instance is essentially destroyed when the game ends, and refreshed when a new game starts. There is essentially no passage of time.

    Bodhi was basically correct - the title of that report (I'm not singling out MyG here - but the authors of the original report rather) should have been top online games of whatever year.
    I just happen to disagree. I think the fact that everyone logs into a single server and can chat with one another before a match in Dota COULD be why its being considered. I personally don't think the persistent world has anything to do with if its an MMO or not. Just many happen to have a persistent world.

    From wiki "A massively multiplayer online game (also called MMO and MMOG) is a multiplayer video game which is capable of supporting large numbers of players simultaneously. By necessity, they are played on the Internet.[1] MMOs usually have at least one persistent world, however some games differ."
    For me Dota technically covers that. for you, I guess not. But I honestly think this is a dumb debate, since I don't think anyone really cares. It's just a label, it's not the reason someone is going to like or not like a game.

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