In this three part series, we’re going to explore the roots of the genre and look at examples of games that have been released in the past. In the
second part, we’ll look at what I feel is the best example of an MMOFPS and something I spent almost two and a half years playing, Planetside. In the
third part we’ll take a look at what the future holds for the genre and what I feel an ideal MMOFPS would incorporate.
Since the first days of Doom over IPX, both gamers and publishers have been looking to increase the number of people that are able to do battle with each other. The major barriers to making the game larger are both the bandwidth needed on both the player’s and the server’s connections, as well as the processing power on both ends needed to facilitate the battle.
While not true MMOs, the limit of four players on Doom gradually increased, first to 8 in Doom 2, then 16 in the first Quake. Even today, some popular FPS games in the same tradition such as Counter-Strike or TF2 still limit their players to 32 per server (even though the source maximum is 64) due to bandwidth and processor requirements.
Some games however chose to break the mold
starting with the Tribes series. Released in 1998 (and freeware since 2004), Starsiege Tribes pushed the boundaries, with enormous maps that could take minutes to traverse (if you didn’t Skii), and a massive maximum amount of players per server that dwarfs even most games today: 128.
Including vehicles, multiple classes, enormous maps, and massive server sizes, Tribes includes everything an MMOFPS game would have except for having everyone play on the same server. The release and popularity of Tribes signaled to developers that both the market and the technology had gotten to a point where a massive persistent FPS game could be developed.
While some cite Planetside as the first true MMOFPS, it is
predated by World War II online, which was released in 2001. WWII online literally features Europe as its map and a persistent battle line that shifts based on the actions of the players. In addition, in game events are used to recreate historical battles, and there is no limit to the number of players on the server.
At the time WWII Online was released broadband was just starting to reach the first homes in America. Unlike MMORPGs like Everquest where a player might be able to make it by with a 56k connection, you simply can’t do so in an MMOFPS. Due to the initial bandwidth limitations and being part of new, unknown genre, its population never skyrocketed like some MMORPGs. It did however reach a maximum subscription rate of about 15,000 and has
hovered at about 12,000 since 2002. WWII online is still active today and you
can download a demo from their website.
Since the release and relatively luke-warm reception of WWII Online, few games in the genre have been released. This is due to the large overhead costs associated with developing an MMO, which are even higher for an MMOFPS due to the large amount of bandwidth and more sophisticated servers needed to run them relative to an equivalent MMORPG.
Despite these problems, as high speed broadband becomes the norm and better servers are available at a cheaper cost, more games in this genre will be developed. Even at this moment, Sony is developing an as of yet unnamed successor to Planetside, although it is unfortunately not a sequel.
Huxley,
Twilight War, and
The Confinement Online are also under development, and hopefully one of these games will allow the genre to break into the mainstream likeMMORPGs have done.
That does sound like a pretty cool idea. I watched people playing Planetside for a while too, and it seemed pretty sweet. I'd love more expansion on the MMO market like this, since even mainstream normal FPS' are adding persistent elements and character growth like CoD4.
When I first heard of WWIIO, it honestly sounded like the most incredible concept I had ever come across in a video game. That was one of the first times where I was truely surprised by the evolution of gaming, holding so much anticipation. Sadly, it was probably too ahead of its time, and really didn't work out too well in practice.
I'd like to be sold on Planetside though, Caff. Again, when I first heard of the concept, I couldn't wait to give it a go. So when they released a trial to the public, 3 friends and I all gave it a shot, and I have to tell you that I was extremely unimpressed. The potential was there, but too much was broken. The game itself wasn't stable, and neither were the servers. Perhaps I just didn't get into it enough, but from what I came across, there were some serious balance issues as well with the different upgrades/classes. It seemed to be at the point where if you were not at least a mech, you had no chance facing anything stronger than yourself.
I wanted to like Planetside. Very much so. It just didn't work for me though.
Eventually, technology will catch up (well, it pretty much has, come to think of it) and a proper MMOFPS will be made. I'll keep daydreaming until that day though.
Nothing is more satisfying than getting into a battle with 600+ people and seeing planes duke it out in the skys, tanks blow buildings sky high, and infantry battle it out with each other all in the same city for hours, days, weeks on end.
The problem? NOT NOOB FRIENDLY. You first join into this game you will have no IDEA what to do, thats the biggest problem. It is so complex and drawn out that if you dont have patience , you will desert this game before you know it. Best thing to do? Join up with a unit via game recruitment or forums ASAP, thats the only way to experience this game anyways, with massive ammounts of teamwork.
its named huxley because the game was based on a novel, whose author was huxley something
Best regards, Natali, CEO of new songs