VDZ wrote:Rust is a popular example of a game that's often called an MMO (it's a bit less clear as there are tons of servers including player-run ones, but you're with 100-200 players online at a time on a server and it has a persistent world and progression like an MMO
Rust and Minecraft are a couple of games that blur the lines, but you're still talking only a couple hundred people when games like EVE can cram a thousand or more into a single system. (Last time I was on, Jita, the primary trade hub, was about 1200 on peak hours.) Funny thing is that the traditional MMOs like EQ, WoW, and others have instanced their games so much you never see more than a few people in your area unless there's something going on, like holiday stuff, or something player organized.
I know of one true MMORPG that has consistent world resets, and that's A Tale in the Desert. The game is designed around that, though, and they don't occur at the whim of the developers. EQ and EQ2 have progression servers that go back through old content as it was released at player votes. When all content has been progressed through, players can vote to reset and start over from the beginning again. Beyond that, I don't know of any game that fits the original definition of MMO. There was one point in time I could have said that I had played most of the MMOs in existence, but there have gotten to be so many in the last 10 years, I won't even attempt to say it, and I can't say I'm even close to correct in my knowledge, but I haven't ran across a one that reset regularly, sand box or theme park, other than the three I mentioned.
VDZ wrote:There's also the interesting case of Kingdom of Loathing, which is 100% persistent (last I checked at least), but in which players reset their personal progress after reaching a certain point of progression to unlock special benefits. (The system is called 'ascension' and ranges from just being reset to level 1 and having to redo all of your quests to also losing access to all of your money and items and most ascension benefits and becoming unable to trade with other players until you finish that run.)
I've ran across a couple of other games that have generational benefits for you when you lose a character. It's starting to become a thing in permadeath games. And I've seen West of Loathing on Steam. It looked interesting. I didn't realize it was a part of something much older.
VDZ wrote:But again, nobody else doing something is no reason not to do it. Haven is a very unique game that's already doing plenty of things no other game does in the way Haven does, and wipes could be a solution fitting Haven even if it doesn't fit other games.
your'e right. But I just don't see it. It's a part of the reason I've only half played the last few years. This was the first world that ran long enough for me to actually want to play it deeply, and I've been half expecting a wipe for the new housing designs. Why build up something that isn't going to last? I realize it's an online game and nothing is going to last, anyway, but while I'm here, I want to be able to come back to it when I want. I mean, I still have my first EQ character from nearly 20 years ago. If that wasn't there, I'm not sure I'd ever log into EQ again. The leveling is just... painful. You do something enough times, and it gets boring and annoying. (It's why I finally quit playing Diablo 3, and getting tired of it in Path of Exile.)
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