Web-browser based games. I've played so many of them, I've actually lost track of most of them.
I started in this area of gaming during Monster Fight, a Vampire vs Werewolves thing, that though creative, ended up flat because of the lack of variety. You can kill another player with high stats or good weapons which are attained by doing missions and hunting other "weaker" players. I stopped playing because of the drawbacks (kill me and you get around 10-20% of my gold and exp), since I started rather late, I ended up being fodder for people higher leveled than me.
Enter Knight Fight and Techwarrior. Knight Fight ended up the same way as Monster Fight, and Techwarrior... well, I actually spent money on Techwarrior for the added hunt boost and less ads but the grind phase (gamers know this term, its that period when the fun is gone until you can attain a certain level and you mindlessly hunt/kill to gain experience and money) made me give up the game.
Zelderex was one of the better browser games I've come across. You command an army under the banner of a particular "race", from there, you build up an army of heroes and soldiers and eventually, attack other players for loot. The main difference of this game is that it gave multi-tiered play. You're given restrictions (such as which vehicles can ferry your people to your opponent's base, amount of fuel available and the like), my favorite being the 50-rank gap limit. No attacking people who are 50 ranks higher/lower than you, computed daily. It gave lower ranked players a chance to be the top. It also gave different ways to victory. Defend and build a strong economy, be a war-monger and conquer or be strategic and blow up your opponents bases using missiles and bombs. Main drawback is that each "round" was worth 2 months. After which, you have to start over from scratch. No sense of permanency.
So now, after being recruited by Kero, I'm playing
CyberDunk, a basketball based web browser game where you do not take the role of a player, but rather a manager of a player or team (number of players can be increased but cost irl money).
So what's the diff? Well, for starters, it offers "chances". Most of it is randomized (such as when you first make your "player" and the amount of control you have when a computer manages your team). There's also the betting element, where the odds are based on league standings and the chances of either team is either assured or in contest.
Another is that there are different leagues (though you could have a player from the Philippines but have him play in the Argentinia League), each league has around 6 divisions and each division has roughly 24 teams of 9-12 players each. Do the math, thats a LARGE quantity of players from anywhere around the world.
Improving your player can be done by training or buying equipment, both of which cost money which can be earned daily (your salary which is normally in 3 digits), from win bonuses and from betting. You could also buy CDP (cyberdunk points) and exchange them for game cash.
What separates this game from the rest is the pull-down effect. When you play against another team, you don't force that team to lose money/experience/stats/items, rather, it's just another loss on their league standings. It brings a level of challenge without pushing down another player.
Also on the same topic, their forums
TalkDep is very helpful for newbies/rookies with the mods being very active. There's also translation reports and tips/tricks/help from not only moderators and admins but from other players.
FocusDep is another of their sites which mostly focuses on being a search engine for misc stuff like quotes and the like. I haven't fully tried it but the quotes I've seen so far are pretty good.
Though the world is pushing to hardcore video gaming with hardcore graphics and the like, Web-browser Based MMORPGs like
CyberDunk aren't out for the count just yet.
Just the opposite, they've brought the game into overtime.