The MMO and single-player RPG experience need to evolve, according to Garriott. This match-making, which we've seen in Journey, which is coming to Bungie's Destiny, and in Star Citizen and now Shroud of the Avatar, is not only more technically feasible than MMOs, it's also cheaper, making it possible for smaller developers to achieve ambitious (and less crowded) multiplayer games without spending hundreds of millions in the process. I wonder if this is just the natural evolution of multiplayer, and especially massively multiplayer games. Indeed, Roberts has said of the project: "Shroud of The Avatar feels like the kind of game we would have made in the old days of Origin when we didn’t answer to anyone and just made the best game we could with no interference." He and Roberts go way back in this industry, after all, and Roberts has consulted with Garriott on the Kickstarter launch. I tell Garriott that this reminds me a bit of what Chris Roberts is doing with Star Citizen which he says is no surprise. ![]() You can play offline but you can also play with online connectivity in which you'll be matched with friends, characters of a similar level and progress, all by behind-the-scenes calculations. The game, which launched today on Kickstarter, is not quite an MMORPG and not quite a single-player game. Garriott says it has a "new interpretation of online" that he hopes is one of its biggest selling points. The second installment will be twice the size of the first the third twice the size of the second, and so on and so forth. Garriott tells me that each release will expand around the world's original core, essentially tripling its size. ![]() Shroud of the Avatar: Forsaken Virtues is the first of five episodic releases in Garriott's new fantasy gaming franchise.
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