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Aside from World of Warcraft, what is the best MOMPG available on Mac?
12-08-2012, 08:21 AM
Post: #1
Aside from World of Warcraft, what is the best MOMPG available on Mac?
Gave World of Warcraft a shot and wasn't enthralled. Any other suggestions for a Massive Online Multiplayer Game that is supported by Mac OS.

Furthermore, anyone hear of City of Hero/Villians coming to mac?

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12-08-2012, 08:29 AM
Post: #2
 
Runescape is a great game, no matter what people tell you.

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12-08-2012, 08:29 AM
Post: #3
 
Nah city of heroes/villians aint comin for Mac YET.

Try one of these games:
RPG = Rappelz
RPG Shooting = Gunz

They're both amazing.



RUNESCAPE is an old-school game. Has no graphics and was probably one of the first RPGs out so thats why people play it. I suggest against it, it's not a "massive online multiplayer game".
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12-08-2012, 08:29 AM
Post: #4
 
lord of the rings online is okay, i think it was made with the same program or by the same people as WoW though
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12-08-2012, 08:29 AM
Post: #5
 
Guild Wars is pretty cool, but still World of Warcraft is in a class of its own.....because they charge us for it....so they can afford to make it super-awesome!
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12-08-2012, 08:29 AM
Post: #6
 
This has some information you want, and some you weren't asking for. I copied and pasted the information from the page below. All these are Mac-friendly (with the exception of Guild Wars). This is the list of most popular MMORPGs that are Mac-friendly.

Hope this helps!

http://powerofthought.wordpress.com/2007...r-mmorpgs/

The attention surrounding MMOs (massively multiplayer online worlds) has never been greater. But it’s not just role playing games along for the ride; non-game, avatar-driven virtual communities are just as popular, if not by more, and we’re not just talking Second Life here.

So in an effort to cut through the hype and glean some context, here are the most popular MMOs in terms of active users or subscribers, based on publicly available data. These titles may or may not be games, but the medium has expanded far beyond Tolkienesque fantasy worlds. They all are Mac-friendly/Web-based with exception of Guild Wars.

1. World of Warcraft, released 2004 - 8.5 million subscribers. While Habbo is giving Blizzard a run, the numbers generally support WoW as the biggest MMO in the world. Important qualification, though: only 4 million are based in the West and monthly subscribers, while its 4 million Chinese players only pay roughly 4 cents an hour to play it in Internet cafes.

2. Habbo Hotel, released 2000 - 7.5 million active users. The Finland-based “social game” MMO popular with teens and growing fast. Look out, Horde!

3. RuneScape, released 2001 - 5 million active users. A Java-based MMORPG operated by Jagex Ltd. with over nine million active free accounts. Boasts one million paying customers. Fancy that.

4. Club Penguin, released 2006 - 4 million active users. MMO for the kiddies developed by New Horizon Interactive. The game shares similarities with other social environments like Habbo Hotel.

5. Webkinz, released 2005 - 3.8 million active users. Here’s a novel idea: create beanie baby like stuffed animals, assign them a unique ID, then create an MMO portal in which kids can spend even more time using your product. When kids graduate from Club Penguin, they go to Webkinz (or so I’m told.)

6. Gaia Online, released 2003 - 2 million active users. Not quite an MMO, not quite a social site, but founder Derek Liu has openly stated the networks desire to focus on social gaming. Forums make up 30% of the current site activity.

7. Guild Wars, released 2005 - 2 million active users. Another MMORPG made by the popular NCsoft out of South Korea. No Mac love here, but a lot of active users.

8. Puzzle Pirates, released 2003 - 1.5 million active users. Published by Ubisoft and developed by indy king Three Rings, Puzzle Pirates merges casual games with a rising interest in pirate culture. Puffy shirt aside, it’s working like a charm.

9. Lineage I/II, released 1998 - 1 million subscribers. Published by South Koreas NCsoft, Lineage was once the most popular MMO of its day. At one point total active users peaked at 3 million. A Western release in 2002 mostly fizzled.

10. Second Life, released 2003 - 500,000 active users. No introduction needed here. Created by Linden Labs, this virtual world features a rabid fan base, inflated numbers, a high influx of corporate doppelgangers, and lots of digital genitals. First life optional.

Other popular MMOs are sure to exist, particularly new-comers and non-localized Asian games that are sure to grow. Also, this list reflects popularity alone, not necessarily revenue models, though World of Warcraft is performing well on both counts.

For all intents and purposes, the most popular MMOs represent an estimated 50-75% of the total MMO market (30-60 million active users.) Is that enough attention to justify MMO’s recent surge of attention? Maybe not all of the hype, but definitely a large portion of it. And who wouldn’t want a piece of Blizzard’s reoccurring pie or another revenue model with a similar install base?

Interestingly, however, it’s apparent that no single business model is winning out. Subscriptions work well for MMORPG games like WoW that are more akin to crack cocaine than mere entertainment. But what about other non-game MMOs? How will companies bank on consumer attention in those areas? One thing’s for certain: with all the popularity surrounding MMOs several new business models are sure to flourish in the coming years, as it’s not just about games anymore.
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