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Szark 6/09/08 10:18:09 AM
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News Manager
Joined: 5/02/06 |
Cryptic Studios has published a dev diary which details the level of solo content in Champions Online, revealing that the game will not only be solo friendly, but will also feature end game content specifically designed for the solo player.
Read more here. |
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tkobo 6/09/08 11:51:21 AM
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Advanced Member
Joined: 3/17/06
Current MMO dev teams = Keystone cops.A pure comedy of errors,sadly its not as intentional. |
And so a single monkey glances up from its typewriter as it realizes a single design concept it had embraced was wrong. And yet that single monkey still can not manage to fathom the simple correct course, on that single issue. And around that single monkey, all its brethren continue to embrace mulitudes of equally wrong design concepts,with even less of a clue. And together,they continue to prove that an endless amount of monkeys,spending an endless amount of time,will still only turn out an endless amount of waste product. The wrong people, in the wrong industry,at the wrong time,turning out the wrong type of product.And no end in sight. |
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freston 6/09/08 12:30:08 PM
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Novice Member
Joined: 8/20/07 |
Originally posted by tkoboJust out of curiousity, wht would be the "simple correct course"?. Ive read cryptics post and asides from a vague declaration of intentions (focusing end game on solo play) they dont really say how they plan to manage it (a quite reasonable posture with a game in early development, btw). How do you guess what exactly are they going to do? How do you know its the wrong way about it? |
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Majestico 6/09/08 12:43:01 PM
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Advanced Member
Joined: 1/18/07
''Hey now!'' - the immortal, cheesy catch-phrase of Hank Kingsly from The Larry Sanders Show. |
Everquest had the most subscribers? I thought WoW had had the most subs from a western game, or am I mistaken? I did not realise that Everquest had had as many as 10 million subscribers. |
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Terranah 6/09/08 12:52:22 PM
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Elite Member
Joined: 7/03/04 |
As long as they have both solo and group content I don't see a problem. More options for more playstyles.
Sounds like the game is geared to the casual gamer, which is not necessarily a bad thing considering that casual gamers outnumber hardcore gamers.
Best thing they could do is simply launch a stable product that is relatively polished with advertised features implemented and intact. Probably should aim for middle of the road pc's assuming the target audience. They can always add more group or solo content if players are hungering for more of either.
I'm not into the hero thing, but I'll give it a shot. |
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tkobo 6/09/08 1:00:50 PM
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Advanced Member
Joined: 3/17/06
Current MMO dev teams = Keystone cops.A pure comedy of errors,sadly its not as intentional. |
Its not hard to see what bad design choice they are going to follow (at this point),in a failed attempt to fix another they now finally see as wrong. ------------- [quote]The Champions Online end game isn't just about large teams, raids and guilds. If you don't want to do that, there's still content for you. I'll admit that we haven't put the finishing touches on the Omega System, but I can tell you that we are designing and developing with the solo player in mind.[/quote]. --------------- Its the standard bandaid approach.They keep the insanely wrong terms and philosphies of raid and content access limited by participant size,and throw in some "busy work" to hopefully keep the "soloers" pacified. What they need to do, is scrap the entire dinosaur design.Get rid of designs based on failed concepts like forced grouping,raids,etc.. They need to make ALL content experienceable by all players at all times regardless of the amount of OTHER people with them at a given time. Take the standard monkey raid content design. Make the same map and same mobs accesible by everyone by scaling the encounter and the goal.So, your standard 40 followers killing a single mob can be done that way if so chosen,AND that the soloer can defeat the same mob thru a different mechanism and even a different goal if chosen. The soloers access to the area can be defined goal wise differently.Instead of rounding up 40 people to help him gang up on a single foe,he could instead have a goal that allows access to the area that asks him to posion (eqaulizer)said mob,or steal something from its treasure,or arrange a deal,or any myriad of different possible reasons and ways to "get the best of"/defeat the mob,allowing acces to content. it isnt that people havent told the dev teams for years now that the designs they cling to are wrong,or that the solutions havent been given. Its that the monkeys are unwilling and unable to accept they are wrong, and even more so to accept the fixs. Im hard pressed to think of a single product in the known history of man, that the customers have tried and worked so hard,gone so far out of their way, FOR FREE no less,to help the product makers get their product right. And still the monkeys do almost everything in their power to blow off the imput and cling to throwing the same waste product out the door each time.
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Reklaw 6/09/08 1:06:44 PM
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Elite Member
Joined: 1/07/06
Freedom is the will to be responsible to ourselves. |
Originally posted by Majestico You're not mistaken, but you might have missed the first sentence "Just a few years ago, Everquest was held up as the paragon of MMORPGs. Though several games had come out subsequent to it, none had ever reached its level of subscribers."
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Windstryder 6/09/08 2:19:45 PM
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Apprentice Member
Joined: 11/06/07 |
WoW never had 10 million subscribers at one time either. Like all MMOs when they put numbers out there like that they include all accounts, past, present and even Beta, active or not. Even Linden Labs of Secondlife fame boasts, 9-10 million on their website and yet there probably seldom more than 55-70k online. Those numbers are meaningless as such. Not debating that atm WoW might have the largest active subscriber base, paying fees for this month, but it is no where even close to 10 million and thinking otherwise is just deluding yourself. And as for what Cryptic is doing, I think it is a nice change for a company to enable solo content for the larger component of the game, up to and including end-game content. Not everyone wants or cares to do those 40-70 person clusterf*** raids or even wants to group everytime they play a game. This is just an extra choice for those who dont want to raid or group all the time and as such should be commended, they are not saying you cant group or such, but recognizing the growing segment of gamers, the casual, "I have an hour or two to kill and want to play not LFG for an hour only to get a pick up group full of morons" type player.
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Hexxeity 6/09/08 4:51:32 PM
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Apprentice Member
Joined: 2/21/07 |
LOL at people who still don't believe WoW has 10 million. As for Champs, I very much hope that Mr. Emmert understands the difference between "solo-friendly" and "group-unfriendly." WoW definitely leans toward the latter, and I will be very sad if Champions follows that model too closely. The more group-unfriendly MMOs become, the less interest I have in them. If I want solo play, I will play my single-player console games. In fact, I've been on my console games a lot lately because the MMOG genre is no longer able to fulfill my desire for team-oriented play. CoH gave me a lot of great, UNFORCED, team-oriented gameplay for several years. If Jack is looking back on that as a mistake, then I have grave misgivings about the direction of Champions Online. |
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teratya 6/09/08 5:09:10 PM
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