www.spogg.com's multris is superior.
Very brilliant indeed, they should make a epic quest with the need of 72 people so you can get that pipe block.. right?
"Chile is a thin and tall country"
One that helps you find girls.
i know an awesome mmorpg that does that. it's called RL =P
haha that's awesome. maybe the blocks can be items, and when you assemble enough for a tetris, you can use the ultra tetra blaster !
This seems like "Essentials to a good game." I was interested in what makes something a good online game. Everything you listed if universal to every game, but what are some essentials to a good online experience that is not necessarily essential to an offline experience?
Things like how the game deals with lag, and how easy it is to communicate with other people. The communication thing seems simple, and most games nowadays have it down, but I've played games where I never really knew I was being talked to until 2 months into playing it, and realized I had to pop out a message menu to see what people had to say.
I don't suppose you've read Richard Bartle's classic essay on the types of players in online game spaces (Players who suit MUDs)? It's sort of a must-read for any game designer of large-scale multiplayer games, especially MUDs, MOSHs and MMORPGs. A good online game should find the proper balance of the four types of playing styles that online games cater to. To simplify, that would mean:
* Some sort of achievement records, developmental tree or ranking system for Achiever-types to work their way to the top of.
* Some variety of hidden secrets/treasures/locations/items that Explorer-types can map out, experiment with or discover.
* Some form of easy-to-use communications and social networking tools that Socializer-types can use to form relationships and online communities with.
* Some form of regulated destructiveness/griefing/PvP system that Killers-types can challenge others with.
Note that some of these may not actually have to be incorporated into the game itself. Parallel communities formed on other online spaces (such as The Sims Exchange, for example, or numerous discussion forums and fansites) can serve the same functions and create a meta-gaming community which could cater to the Socializers (or Battlenet for finding opponents for Killers, online leader boards for Achievers, FAQs Walkthroughs and Wikis for Explorers, etc.).
Apart from that, I would say that the trend in online games nowadays is heading towards allowing variety in gameplay strategy. That is to say, there shouldn't be just one best path to win/become top. The game needs to be able to adapt itself to the player's own personal gaming style, or else they will leave. That was what caused Hellgate London to fail, for example (each class was too restrictive to gameplay affordances), but pushes DOTA, WoW and Guild Wars to succeed. However, you realise that making a variety of gameplay strategies possible quite often requires a different core mechanic for each activity/skill you incorporate, and that takes a lot of development time. Plus the QA and gameplay balancing could take years...
Manga Genre Focus: Romance, Comedy, Slice-of-life. Primarily shounen, then seinen and shoujo.