MMORPGs

After many hours playing MMORPG games such as Dark Age of Camelot and Anarchy Online, I have come to the conclusion that the biggest flaw in these games is related to communication. For example, in DAoC, there have been many times recently when there have been battles consisting of 20-30 human players on each side. Since the games are online and the people, in general, don’t know each other, real communication and team work becomes far more difficult. I am not entirely sure how to fix this problem. When someone steps up as a leader and tells everyone to go to a specific location, half the people aren’t paying attention, a fourth comes and the other fourth go somewhere completely different. This splits the group of people up making it very easy for them to get attacked. In your typical pen and paper games, you don’t run in to this problem since people are gathered together and can communicate freely and be assured that the other people are listening. It seems likely that online RPGs that are limited to much smaller groups of people such as Neverwinter Nights will avoid this problem. But how can this be solved with massively multiplayer games?

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