4Story
This is just a braindump.
I am an MMO player. I like collecting them. When the urge hits I play. I only consistently play World of Warcraft, but I like seeing what is new. I've done a lot of official betas starting back with the original Ultima Online beta. There are lots of fun Windows-based MMOs, and some fun Mac-based ones. There are no good iPhone-based ones. No, really--there are MO for the iPhone but no MMOs. And even fewer good ones. So why is that? The single reason is money. You won't see a Sony or EA or a Blizzard investing in it when people think an iPhone app that costs 0.99 is too much to pay for a game. Running the sever infrastructure and hiring a team of developers won't see a direct return payout on an iPhone MMO. At 0.99 a copy you'll be lucky to afford a MacMini much less a server farm and Internet costs. Programmers, artists, network administrators also need to be paid. And none of those come cheap. But, you may argue (and rightly so) that company x is already paying for all that for the desktop version. Yes, all the large MMO companies already have the resources in place. To them the iPhone market is more work than it's worth. They have to create a client that uses their infrastructure or adapt their infrastructure to work with the iPhone. They need to come up with a client that runs decently and plays well on the iPhone. They have to hire iPhone developers. They have to create new libraries of assets to work on the iPhone. Their marketing, sales, and tech support needs to be trained for iPhone. It's not worth it--unless you have money to burn or are a small developer with nothing to lose. And that comes back to--money, and time. You need money to buy and run the servers. You need time to develop and roll out--during which you need a source of money to keep going. And if you are an iPhone developer, doesn't mean you can or know how to write server code. So, iPhone developers fall back to multiplayer online, not MMO. And that's fine, but I want MMO. What comes close? The "it comes close" award goes to Motropolis from Gemini Mobile Technologies. Great idea and execution--but there is nothing to do. If there is nothing to do, there are no users. Lack of content updates killed this, in my opinion. Talking and walking around don't make for a good MMO, unless you happen to be Twitter.
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Soft Freak Fiesta from Gogogic wins in the "fun" category. It's multiplayer, simple to play, looks great--but is not really real- time. Each side sets up a move and then it's resolved. It's not turn- based, but not quite realtime. It's major problem right now is that the server can take minute before you can make a move. You try to move your pieces and it won't let you even though they are highlighted. I think this will cause people to give up on it. But it's one of the more fun games MMO or not.
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Space Trader from Hermitworks wins for "closest thing to an MMO while being single-player.". This isn't even an online game. It's a solo game. But this is what the graphics of an iPhone-based MMO should look like. The interface and controls are, in my opinion, the best and most accurate I've seen for first-person iPhone games. It has NPCs, it has quests, it has a universe to play in--it doesn't have the server-side multiplayer aspect. Throw real people in that environment with the ability to buy and sell goods with a reward system and you have something.
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another shot
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And the winner is GraalOnline Classic--if there really is a winner. This comes close though. This is truly MMO. Lots of people online all the time, there are even guilds I hear. The problems with it are: old school graphics (not really a problem, more of a preference), the movement controls are a bit "wonky" (a technical term meaning not quite responsive, or overly responsive), and no quest/reward system. But, you can chat and kill NPCs (yes it even has NPCs) and other players. So most of your time in Graal is spent running after or from things you are trying to kill or avoid being killed by. This is a realtime iPhone MMO folks! Tweak the controls throw in quests and a reward system and you have an excellent iPhone MMO.
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The other main component of a good MMO is community--guilds, clans, cooking clubs, whatever you choose to call them. A community is an organic group, not one that is forced into existence. A lot of iPhone games reward you for inviting your Twitter or Facebook friends in order to progress in the game--like the game company doesn't have an ulterior motive. That is certain evidence that a community will not grow and the game company is fishing information. Advancement in the game should not be linked to a forced grouping of people. Community helps the game survive but should not be the game.