| Thread (63 posts) | ||
|---|---|---|
|
xaldraxius 1/21/08 11:04:11 PM
|
||
|
Apprentice Member
Joined: 10/07/05 |
Originally posted by bamwalla OMG, remember lagging f'n Arwic? I loved that game, but it was because it was so new, and so different. The freedom that game gave you was unrivaled by anything I've seen since. Rerolls? Oh yeah. I played my first char to level 31 with no magic at all. I never went to any websights about the game, I didn't have a patron, and the only time I grouped was to do weapon quests. I just wandered the world. Sneaking through areas that were too high of a level for me as best as I could, just to get to a place where I could hunt for that illusive hide, or whatever the drop of the month was at the time. I collected whatever random armor pieces that dropped, and built a decent set, only to die in the middle of the obsidian plains and lose it all. If it was really good I would try to remember landmarks and sneak my way back, but most of the time I just dropped to killing lower level mobs and building up my armor until I could try the run again. My GOD was that a fun game! WoW is a lot like it, but way playschooled out. It's just too tame and too easy. I wouldn't mind if a game had less than ideal graphics, as long as it had depth, size, and freedom. Aye, quit now and you may be bored, play, and you may have fun ... at least a for while. And one day collecting wolf hides, many times over and over again, would you be willing to trade ALL the gold, from this day to that, for one chance, just one chance, to come back here and tell our game developers that they may take our player run economy, they may take our housing, they may even take our crafting, but they'll never take... OUR FREEDOM! |
|
| |
||
|
iwantmyswg 1/21/08 11:31:47 PM
|
||
|
Apprentice Member
Joined: 8/19/07 |
we had a great game that was ahead of it's time. that game was made by a man who is the guru of mmo's and even told ea what they did wrong with uo. that game is star wars galaxies. and it was stolen from us vets by sony online. it was stolen and held hostage by two systems one a so called combat upgrade that nerfed the combat system. and then soe started to give into the whiners and nerf jedi ever month. and jedi was one of the best things about swg, but soe caved in to people who wanted to a i win button. and then in winter of 2005 the game was held hostage by a system called the nge. the nge turned what was once the greatest mmo made into a shell. it's so bad tiggs who ran the swg forums got fired for defending the players and telling soe to roll the game back. the game went from 250k players down to under 10k as today. if you want a game that was fun and great then help us the swg vets reclaim the pre-cu system. |
|
| |
||
|
xaldraxius 1/21/08 11:37:26 PM
|
||
|
Apprentice Member
Joined: 10/07/05 |
Originally posted by iwantmyswg They took away your freedom to basically dumb the game down and they destroyed it. I wish other game companies would learn from this lesson, rather than trying to be too easy like a WoW clone. Not knowing what to do is an adventure. Following glowing exclamation points around is dull. |
|
| |
||
|
Kulthos 1/21/08 11:52:38 PM
|
||
|
Novice Member
Joined: 8/08/04 |
Ultima Online was an unplayable fiasco largely driven to obscurity by player killers, and WoW is a smooth-running game with much more content and far better rules and mechanics. EQ1 was far better than UO, and WoW is far better than EQ1. Also, now we have innovative games like CoX. MMO's have come a very long way since their fringe beginnings. |
|
| |
||
|
markoraos 1/22/08 1:56:31 AM
|
||
|
Elite Member
Joined: 10/06/05 |
Originally posted by nariusseldon
Hmm, the problem with your point is equating sandbox games with lack of content and rampant freeform PKing. This was so in the beginning but things changed - EQ had harsh death penalties but no one will now complain that linear, quest-driven games suck because they must have harsh death penalties. For one, the sandbox games don't have to be like that (you can have freeform without PKing and with lots of dev-made content) and second, I believe that a true next-gen MMORPG won't be either truly "sandbox" or " linear" but something else... what exactly I don't know but I can speculate from the inherent technological qualities of the genre. To make my point with an example - Second Life. The MOST sandbox game out there, extremely popular and no player killing at all. I'm not saying that Second Life is the way to go because it is not a proper RPG, I'm just pointing at a novel way at looking at computer game design - giving players the tools to create content instead of raw content itself. Today it is almost unthinkable to publish a FPS or RTS or almost any of the top genres without giving the players tools to make their own maps, mods etc. Why this isn't so in MMORPGs which are the genre most liable to profit from this model - both because of their social aspect and the revenue model which works over time? It's been proven that giving the players means to actually tinker with the game goes a long way towards making the game a "hobby" instead of one-off entertainment as well as providing a flow of fresh content which is completely cost-free for the devs. This immensely increases the lifetime of a game - the main irony is that this is now a standard in non-online games and virtually unknown/unthinkable in MMORPGs whose revenue directly depends on longevity. I know this sounds crazy to implement in a competetive environment such as your typical fantasy MMORPG but imho this is something to think about. Players usually go crazy over player housing for example, spending huge amounts of time working on it and it has no bearing on the game "proper" itself. I'm getting whimsical at this point but does anyone remember an ancient game "Dungeon Keeper", a great hit a loong time ago? Here you had your dungeon-crawler turned on it's head - this was a "dungeon management simulator". You were a fantasy bad guy digging out and managing your own dungeon to withstand attacks from various pesky heroes. Something like this may conceivably be implemented in a MMORPG environment - one player creates a dungeon using a limited set of resources and elements while the other players attempt to rob it. The second interesting idea is introducing a world-simulator AI to provide the players with an ever-changing global context. Imagine a game of Civilization with players being individuals in a world with ever-changing borders, wars between nations, technological advances etc... This idea (although in a limited fashion atm) has been slowly making appearance in some new games - Tabula Rasa and future Aion which all feature an NPC faction which unpredictably influences the world-state. Another take on it is in Age of Conan where player owned cities will compete with aggressive AI-driven ones, giving you a constant stream of unpredictable (and thus more entertaining) game events. There are many many similar and very interesting, non-standard and already existing concepts and ideas which might boost the genre immensely, both in terms of variety and longevity. However, it seems that for now we're stuck with "grind xp for levels in a static world and then do some end game until you're bored stiff" formula which is ported directly from single-player rpgs. Imo MMORPGs should finally move from this unnatural model. |
|
| |
||
|
Lobotomist 1/22/08 2:24:08 AM
|
||
|
Hard Core Member
Joined: 5/20/07
I got so much |
MMOS 10 years before _ _ _ _ _ _ _ _ _ _ _ MMOS today (Including "next gen")
|
|
| |
||
|
Torak 1/22/08 2:35:26 AM
|
||
|
Elite Member
Joined: 5/10/04
Don''t Panic!!!! |
Technically speaking MMO's have come a long way baby. In 10 years they basically went from little colored blobs to stunning animated art. UI's and stability have also improved for the most part a hundred times over. Where many of us have the issue isn't the technical changes but the mechanical ones. Rule sets have gotten easier and level design is on the kindergarden level. Writer talent is almost non-existant for the mostpart making most content and lore a complete waste as its hardly integrated into the game at all. So while MMOs are much prettier to look at today, they are much less challenging and have far less depth then the older ones. Its a trade off I guess. As MMO companies continue to focus on grapics (this game genre is totally unsuited to be leading the way in the graphics dept anyway) something gets sacrificed and that ends up being the actual gameworlds and rulesets. At least everything looks awesome when you get sent out to kill 10 rats. Looks - 10 years ago
Today
Its going to be fun to see where this genre goes in the next 10 years. Games like LotRs are not that bad to play and do create a level of visual immersion that frankly was not possible 10 years ago. What everyone moans about (myself included) is it plays the same as most other recent releases. If this game had released 10 years ago as is, it would have stunned the world. No doubt MMOs will continue to evolve and change. Fresh ideas will eventually take root and the gameplay will catch up to the graphics.
|
|
|
|
||
|
MikeMB 1/22/08 4:43:37 AM
|
||
|
Elite Member
Joined: 2/05/06 |
10 Years ago the Market, MMO's, PC Games, Consoles and even handhelds was just not the same as todays market... See back in 1998 when Ultima Online came out it was for the most part 'new' again for the most part... Granted they did have some semi MMO's before UO. SSI's Gold Box Neverwinter Nights on AOL, Red Dragon on some BBS's, Dark Sun Online... UO however was a first in my eyes... I mean Neverwinter Nights isn't something people knew off the top of their head. Dark Sun Online, same deal... The idea of running just UO, having the Player pay $10 dollars a month and running it with whatever ISP he or she wanted was not a bad one.... Still 10 years ago the whole gaming market just wasn't the same... We had just moved into going with Cd's over Floppy Disks and Cartridges. PC Games had just moved out of the days of the big games being turn based strategy and role playing games, along with Flight Sims and semi-3d games. Into well a new market, Real Time Strategy games like Command and Conquer and Warcraft, Real Time RPG's like Diablo or Baldur's Gate. True 3d games like Jedi Knight, Quake and Half-Life... Flight Sims just didn't do 'as well' as they did years ago. Even Consoles and Handhelds changed, gone was Nintendo being the king of consoles, Sony had taken over. Nintendo did still control the handheld market tho... Dare I say this but I see 1998 till the end of 2001 as the new Golden Age of Gaming... See back then Video Games where still 'nerdy' if you will... Oh granted you had some hit titles selling like mad like the Sims, Half-Life, Pokemon (yes I have to put that down...) and Final Fantasy 7, along with the other norm games like Madden Football and the like... Still gaming wasn't mainstream and MMO's, well lets face it, back then UO and later on EQ were 'new' for the times... Now I kinda have a soft spot for those days... I mean soooo many games showed off new things! Half-Life showed that you c | |