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7/15/10 4:22:13 AM#61
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true — you know it, and they know it." —Jeff Strain, co-founder of ArenaNet, 2007 |
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7/15/10 5:11:17 AM#62
First Hour is like a CV as an employer which CV would you even read, the one that has a one paragraph overviw of the whole CV or the 5 page CV without one?
As an example of a good intro i like the Age of cohan one. Of course after the introduction bit was completed my opinion soon changed highlighting the need not to show everything straight away.
A good MMO needs goals and not just the grindy ones. you also need a good story.
Which is part of why i love EvE. Another great example of Moore's Law. Give people access to that much space (developers and users alike) and they'll find uses for it that you can never imagine. "640K ought to be enough for anybody" - Bill Gates 1981 |
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7/15/10 5:13:21 AM#63
Originally posted by Dubhlaith Have to say your sig is a good one too as its SO true. Another great example of Moore's Law. Give people access to that much space (developers and users alike) and they'll find uses for it that you can never imagine. "640K ought to be enough for anybody" - Bill Gates 1981 |
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Kyleran
Bitter Vet™
Joined: 9/13/06
Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV |
7/15/10 5:38:29 AM#64
Its hit or miss for me I think. It took me several weeks to really warm up to DAOC, mostly to find a class that I really enjoyed. With EQ1 I logged off after less than 30 minutes never to go back, but that was due to graphic lag issues caused an underperforming video card which I didn't realize at the time. Since then, I agree most games deserve a couple of days if not weeks to really get the feel for. That said, I've dumped some games within less than an hour (i.e. Perfect World) due to either clunky login/interface mechanics and some others have only lasted a few hours. So I'd say the first hour is pretty important. Player should not experience a lot of difficulty creating their characters or logging into the game, and the starter area better be pretty easy to understand or I can see why some might log off never to return. "What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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7/17/10 1:18:37 PM#65
Aye, the first hour is important - however I do not know whether I like a game after the first hour, but I know whether I dislike it after such a short time. In this first hour it's just the basics that matter: - Is movement and camera control okay or akward, do I get rubberbanding or not? - Can I configure my movement keys, switch off the music, customize my chat settings accordingly or am I stuck with the settings chosen by the developers? Can I configure these settings without logging out or (even worse) needing to restart the client? - Can I choose whether to walk or to run? Is there an autowalk feature? - Is the game visually pleasing? I'm no graphics junkie, artstyle is more important for me than the number of polygons on my screen. That's about what I check in the first 60 minutes. If I'm content I continue, if I'm not content I'll probably uninstall. And that would be the message to indie developers: make sure you've got at least the basics right - I can tolerate a lot of missing polish, I can tolerate missing content, I can tolerate some low-polygon graphics - but I cannot tolerate a game that doesn't even get the basics right. I maintain this List of Sandbox MMORPGs. Please post or send PM for corrections and suggestions. |
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7/18/10 9:58:20 AM#66
While the first hour is important I've already been to the website, went over every feature, read five or six reviews and watched every gameplay video I could find. So the first hour is played with the mindset that it doesn't matter in the grand scope of the game. Unless the game is so bad that I don't get past the first hour but I've already researched any MMORPG for more than an hour before trying or buying. How to post links. Check it Archeage |
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7/20/10 10:42:04 AM#67
sorry for my bad english in advance , for me the first hour realy important , but if the game look ok and that decent , i will give the game a couple day before judge the game . im usualy playing until the grind start , then im judging the game , what im fealing about the world and quest , community and if that worth it to go more far ,
succesful game for me need , big and good looking map , where you can zoom in and out , and good quest where you need to think or solve puzzle , also quest you need to group for them . and what im thinking mmorpg are missing curently , give reward for group ( more exp , better loot ) in most game curently you actualy win less for party , so many people play alone and that just not how mmorpg should be played i think . also im thinking , add a system where you can add 5 or 10 friend ( online or not ) in some kind of system and when you group with them you get more bonus , that would be realy fun too . about guild : we need the fealing that everyone work for something , give guild level and advantage , special item that members can get when the guild reach one level , or item or bonus guild members get when they contribute to the guild . like one system , if you help one guild members for one quest , you get some special point ( or anything else ) , if you help alot you get some kind of advantage or title . im thinking about alot more , but will stop here :) thx for have read . |
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7/20/10 10:44:51 AM#68
Originally posted by Larsa This. It takes longer for the hooks to sink in, but that first hour tells you if you *could* like it. Call it a first date.....
And if you gaze for long into an abyss, the abyss gazes also into you. |
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