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pencilrick
Elite Member
Joined: 12/11/07
Before WOW, there were MMORPG''s. After WOW there were online solo single RPG''s. |
Originally posted by Trissa
The story is just a part of the game amongst a lot of other things you cannot experience reading a book. I’m an avid reader of novels and other type of books but for me its clearly different activity and experience than playing a game.
In one end you will get people looking for pure competition against other players or against the challenges the game could have and don’t care at all about lore, ambience, stories to follow. They are the kind of players that rush to the level cap, that rush to get the first kill, that rush to build the first castle or win the biggest battle. At the other end you will find the roleplayers, they use the MMO just as a tool, they care about all the things the other don’t care, lore, environment, stories are an important part of the MMOs, they are normally great readers that look in an MMO for a way to write their own stories and to challenge their friends in a different ways than the others. In between these extremes you will find all the variety of visions you can imagine.
Well, the point I am making is that "story", not "backstory" which is fine, can sometimes lead to game design that is very forced and linear, making a player feel that the dev's are railroading them down a path. Ex. "Storyline" Player follows, in order, a bunch of cutscene-type quests which lead to an instanced encounter with the witchking. Ex. "Backstory" Player can learn through talking to NPC's or other players that there is a badass keep in the desert occupied by a very uber witch king that drops great gear, and the player can venture there at his or her own volition, with no guarantees of success. I don't know about you, but I like freedom of choice (not freedom of result; results can be variable) in my gaming. I cannot stand a game that forces contrived linear gameplay on me. Therefore I "wince" whenever I hear players on these forums asking for more "storyline". I guess I'm thinking of the part of the storyline that starts now and projects into the future. I can do with out that, but am just fine with "backstory" up to the present moment. |
Originally posted by Elikal
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1. A MMORPG with no pre paid game cards. This just attracts way too many kids deteriorating the community ala WoW. Even though kids can borrow mom and dads credit cards i firmly believe this will cut the kids playing MMO's in half if not more. Many parents are unwilling to have a monthly draw on their credit cards.
2. I want death penalties. This will eliminate casuals and unskilled players. I say unskilled in the sense that if you play badly you will get slapped for it to the point where you will either level slower than everyone else or simply quit the game. I don't care if anybody finds this retarded it is MY wishlist. Ok i don't want to alienate all casuals. Just the one who want their hands held all the way to last level.
3. I want to eliminate 20 man + raids and cut them down to two groups. This way we can cut down on the time it takes to establish a raid.
4. I want loot to drop for each person individually when a boss is killed. Everybody gets loot even if the items are not for their class. This solves the stupid /roll system and the stupid raid point system. While solving those idiotic systems there still is a reason to form groups to kill these bosses again and again. Simply because you are not garunteed the drops you want.
5. I want a completely randomized loot table for all mobs like diablo 2. Bosses having a higher chance of dropping something good and ordinary mobs a much smaller chance. While we are at it i want the size of the loot table be equivilant of diablo 2 as well if not bigger.
6. I want there to be a big emphasis on loot AND character builds. fifty fifty.
7. I want either a character customization system that allows over 20 unique and viable builds pr class or specialized classes able to take on unqiue roles in a group. Either or is fine.
8. Optional PvP servers with consequences for dying. Not enough to discourage but enough for you to worry about dying. Exp loss could be a possibility but item loot is fine too. Not the complete inventory but maybe just 1 item you are wearing minus your weapons.
9. An awesome LFG tool. Imagine a LFG tool that works offline like an alarm. You sign up for a group to do a quest line, instance or some group based farming then just log off and have a little icon in your system tray warn you with either sound or a popup or possibly both that people have signed up for your group. This way you can do other things than stare at your screen waiting for people to group with. Hell you can even add a timer that lets you LFG at a certain time interval every day or certain days and times where you know you have spare time to play. This can be done without ever having to log into the game. Just imagine what you can do with this.
10. A crafting system where the items you create is very competitive to the drops in the game. Not surpassing the quality of super rare loot but something that makes it more than worthwhile. I really like the way crafting work in Vanguard...something a long those lines.
11. I want the game to support two boxing. For this to be a fun option for me there needs to be healing or buffing classes preferably both depending on specialization or class. I'm thinking DaoC type where you could either be a great buffer or a great healing class but not both. I want two boxing to give a player an edge. If a game allows for multi boxing ala DaoC and old school EQ then more copies will be sold as a direct result on top of increasing my fun factor.
12. I want twinking of characters both in PvE and PvP. It gives you an advantage over non twinked players. The reason why i think this is completely fair is because everybody can get a character to max level and start gathering gear for their alts. this is an option readily available to everyone. This rewards and encourages people to level up and gives another motivation to farm for items. I love farming for items.
13. Lots of buffs like increase attack speed and attack damage..more hitpoints..more regeneration etc. Buffs that matters. I don't want the game be 100% reliable on buffs but they should matter and they should decrease downtime by a lot. People should want and crave buffs because they enhance gameplay. No fluff buffs ala WoW.
14 No more gear dependant raids. You know the kind that you can only go on if you have 20.000 hp max resists and uber sword of pending doom. Gear should make a raid easier and not make it the only way of success.
That's it for now
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Originally posted by pencilrick
Well, the point I am making is that "story", not "backstory" which is fine, can sometimes lead to game design that is very forced and linear, making a player feel that the dev's are railroading them down a path. Ex. "Storyline" Player follows, in order, a bunch of cutscene-type quests which lead to an instanced encounter with the witchking. Ex. "Backstory" Player can learn through talking to NPC's or other players that there is a badass keep in the desert occupied by a very uber witch king that drops great gear, and the player can venture there at his or her own volition, with no guarantees of success. I don't know about you, but I like freedom of choice (not freedom of result; results can be variable) in my gaming. I cannot stand a game that forces contrived linear gameplay on me. Therefore I "wince" whenever I hear players on these forums asking for more "storyline". I guess I'm thinking of the part of the storyline that starts now and projects into the future. I can do with out that, but am just fine with "backstory" up to the present moment.
I like freedom of choice too. Stories to follow in game, as far as they are not forced to be played, is what i was thinking about, more than the lore or background story. Really i dont see a big difference in game play in the examples you put in your post (except for the instanced part, that is not mandatory in a story line) for me the real difference will come if the gear the witchking drops is a must for your avatar to be successful, if it happens you have no freedom doesn't matter if the encounter is leaded by an interesting story or just by a poorer talk with a random NPC. If it not happens you are free both ways. Anyway i agree with you that forced linear game play is something i'm not going to enjoy in my game. But having more elements to play with its a pro for me, and long and hard quests story driven with good rewars i'm sure i'll love in my game. May be i could expend a week doing it and just go out to grind or hunt enemies the week after. |
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Stellos
Advanced Member
Joined: 9/15/06
If you're going to stick it out there, don't be afraid if you get it cut off. |
Originally posted by Antarious I agree with your wishlist. I would want: 1. skill based NOT level based 2. Player housing 3. UO type of crafting system 4. Huge world to explore 5. Most important, NO stupid quests!!! SANDBOX FTW! |
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pencilrick
Elite Member
Joined: 12/11/07
Before WOW, there were MMORPG''s. After WOW there were online solo single RPG''s. |
Originally posted by Stellos I agree with your wishlist. I would want: 1. skill based NOT level based 2. Player housing 3. UO type of crafting system 4. Huge world to explore 5. Most important, NO stupid quests!!! SANDBOX FTW! Stellos, I'd go with that, except I'm okay with levels, rather than skill-based. Still, either would be a refreshing experience and bring back the glory days of MMO's (i.e., 1999 - 2001, IMO). Basically, I want to log into an MMO each night feeling like I am logging into a world and catching up on all the in-game drama through guild chat. I miss the environment and community and could give a whit about following some predestined path. |