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10/16/11 10:23:41 PM#221
They said something to the effect of "the new MMOs are much better games for Gamers" Then you say this:
There it is. So simple it could have run me over like a bus... and it did several times over the years. People that participate in MMOs can be Players, or Gamers, or a little of both. There is a subtle yet distinct difference in the two groups of People. I *am* a Player, not a Gamer. Older MMOs were made more for Players... Newer MMOs are NOW made more for Gamers... and the difference in the design and ingame experience shows. I just know some people in the past on these forums tried to point this out to me and others... my apologies for being such an idiot. and Thank you. |
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10/16/11 10:25:38 PM#222
I compare it to the progress of manned space exploration.
First we went into orbit... then we went to the Moon... and the original crowd looked forward to heading to Mars and beyond... but somehow we ended up stuck back in orbit for decades (though in fancier rockets)...
The original MMOs all seemed to be trying different things... focusing on different aspects of gameplay and taking chances on things that seemed like big steps forward in gameplay - even if the graphics were fairly simple - the empahsis was on creating these very cool virtual worlds. Along came WoW... did a lot of the basic things better... made a ton of money... and we've had companies trying to copy that model for nearly 10 years.
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10/16/11 10:36:57 PM#223
Originally posted by Aletto
Congrats, know you know how real gamers feel about what the inferior console has done to the entire industry... And the gay people in the industry who have no clue how to make a game.. (Sorry, but i dont think one straight person exist anymore) Please exit stage right and hand the reigns back to the experts.. in short.. please everyone in the gaming industry today.. please fucking quit
Regards, |
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10/17/11 12:39:16 AM#224
Originally posted by fenistil Sure, but simulation-lovers have historically (stretching way back before MMORPGs) been a much smaller population than game-lovers. The fact that simulation games have existed since before MMORPGs proves their longevity -- but that history also paints a clear picture of (a) far fewer sims made than games, and (b) smaller budgets (except for the companies that went out of business or decided to stop making those types of games.) So you can expect that trend to continue for the foreseeable future. |
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10/17/11 2:06:41 AM#225
Can you reduce roles into dps/tank/healer and be able to call them roles? Can you reduce playing a role into xp/gear grind? Can you reduce roles into addiction aspect (for the role you are supposed to create), and can you reduce playing into gambling mechanism (die rolls)? Can you reduce role playing to their fundamental principle, twist them to your advantages and keep on claiming you are doing "role playing games"? Is a disguised party in a casino a role playing game? Sure hell it isn't to me. |
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10/17/11 2:14:10 AM#226
Stupid. YOu cut your own throat by just griefing and not connecting the dots. Your first statement you pay for a box retail and keep up the $15 month fee for "Plain field and cardboard cut out tree". THAT RIGHT THERE, is why games have gone to shit. Because you allowed them to take your money and monthly fee, more than a cell phone service at that time, for CRAP. And after, every popped up looking for suckers like you. Quit the mmorpg genre, or support the illegal or F2P market. OR forever suffer. MORONS |
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kadepsyson
Advanced Member
Joined: 5/15/06
The doctors say his chances are 50/50...but there''s only a 10% chance of that. |
10/17/11 2:17:58 AM#227
Originally posted by sofakingdumb You make a good point, but do it in a terrible manner. Seriously, there's no need for such rude namecalling. |
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10/17/11 2:19:03 AM#228
Originally posted by fadis Thats the problem. But WOW did copy many other game features. Why im sick of hearing "WOW clone". But yeah i think companies just need to step back and make a true epic mmo with all the features over the decade+. THey are so trying to follow WOW, and its actualy killing them. WOW was a success not because it was top of the line mmo, but because it grew, adapted, and became stronger. Having the Warcraft name also helped, as well as the fantasy genre.WOW almost failed its first month, so many server issues and bugs. I guess people dont remember that since it was a long time ago ;)
But games today are released half finished, bugged galore, missing so many features, and so much more. More games like SWG, Vanguard, Ryzom, etc are needed with tons of features, a realy indepth game play, crafting that means something, decay, housing that you can decorate (SWG), a good player economy, pvp that has meaning, and so much more.But polished and balanced. In my opinion if a game like that was made, it would be well. Why i hope Archeage hurries up and gets here. I have a feeling that will be a keeper. Though ill play TOR as i like sci-fi genre games. SWG mixed with TOR = game of the century. To bad we can't get a game company to make a good game for a change. |
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10/17/11 2:48:46 AM#229
Originally posted by sofakingdumb Hey guys Einstein just waked up and he have all the solutions in one bag, good job dude, we will smelt our gold and make a statue of you! But let me tell you one thing, i'm not the kind of guy that leave the mess behind and pretend he resolve the problem as the smart guy he is, unlike you. |
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Adamantine
Hard Core Member
Joined: 1/07/08
War is not the ultima ratio, but the ultima irratio - Willy Brandt |
10/17/11 4:08:29 AM#230
I think a lot of WoW is actually a bad idea. For example, the whole RvR thing. I think the only good way to make RvR is the DAoC way - at least three factions, each faction has their unique classes, and its not instanced. Only in this way RvR makes sense. If everyone has the same classes, you might as well allow player factions and let these factions battle each other. But WoW has done some basic things right and it had massive advertisement when it was released.
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10/17/11 5:50:59 AM#231
Originally posted by Axehilt Well I am not saying or hoping that somehow, whole mmorpg genre switch back to 'world-building' / 'world-simulating'. I know that it won't happen. You're right that this particular type of gamer is and will be minority. There were peroids when those particular type of games were a bit more popular and peroids that they were less popular.
I do think though that sooner or later that this niche in mmorpg gaming crowd will be big enough that some developer (s) will decide that it might be profitable to make a game targetted for this niche. I am talking about 'normal' game, not some small indie projects. Of course I am not talking about game with budget of Swtor magnitude, but there is alot of space between smallish-borked indie projects like MO and mamoth like Swtor.
I am fine with those games beign miniority in mmorpg's game pool, but nowadays apart of indie games and / or very old mmorpg's there is no single mmorpg like that. I do not need whole genre to take a shift. 1-2 good non-indie polished games is enough. When I find a good game I DO stick with it for a very long time usually, even years long. I am like 'serial monogamist' type of gamer.
More dangers I see with business models, cause I won't play a game like that if it is freemium / f2p / microtransaction based, etc as cash shops/ rmt kinda turn me off completly as I learnt on my own experience - but that's a topic for a whole other discussion. |
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10/17/11 11:04:31 AM#232
It was an interesting read up until... "It wasn't to be, however. We now find ourselves in the thick of the age of cash shops and RMT. "
I stopped reading when I realized it was just another QQ RMT waaaa thread, which has nothing to do with the games changing, gameplay, community, or anything really. If anything, this thread convinces me that things haven't changed, and the people who complain just lost their perspective on the games. Show me a legitimate reason as to why the genre has changed. Don't go whining about something that has nothing to do with that change. I have been playing MMO's since the beginning, and I really feel I am one of the only few who aren't brainwashed into thinking a payment method somehow changes everything. While I realize it's a social norm to repeat other's behavior we see, I do not do this like the OP apparently does. I actually make my own opinions, based on reality, not the perspective of hundreds of other "veterans". |
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10/17/11 11:36:33 AM#233
Originally posted by LeegOfChldrn If all content is designed for the cash shop. To force people to use the shop as often as possible it will certainly make a big difference. Of course it could have a lot to do with how games are changing, gameplay, community and almost anything. Depending on how the specific company and game is trying to make players feel they need to spend money in the shop. Of course there are a lot of other reasons why the genre has changed. But f2p/RMT is certainly one reason. More or less significant depending on what games we are talking about. |
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10/17/11 1:29:27 PM#234
Originally posted by Axehilt After Balder's Gate and Oblivion, I don't know how you can continue to push this thinking. Once upon a time.... |
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10/17/11 10:23:50 PM#235
Originally posted by Requiamer Again, to refer back to the entire history of videogaming: very rarely do you ever see tabletop style role-playing in videogame RPGs. Almost never, actually. So yes, they can be -- and usually have been -- just "games". Regarding your boardgame comment:
So it doesn't really matter if you don't feel like the Holy Trinity or Progression systems aren't Classic Tabletop Role-Playing, because Videogame RPGs are not Classic Tabletop Role-Playing.
If you want to claim that you only consider 0.5% of videogame RPGs ever made to be role playing games, be my guest. But the rest of us will continue to call them RPGs, knowing that they represent a different experience from Classic Tabletop Role-Playing.
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CorkCorkCork
Novice Member
Joined: 5/22/11
Whenever you are really bored and don't wanna play an MMO game, go to: http://librivox.org/ |
10/17/11 10:39:17 PM#236
I am looking forward to the release of Wizardry online because finally there is a feature that would hopefully force players to be more cautious and more mature in their approach to roleplaying and gaming. Permanent death. Whenever you are really bored and don't wanna play an MMO game, go to: http://librivox.org/ |
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10/19/11 9:15:33 PM#237
Originally posted by gimmesome Good post mate. I agree completly. but in your frustration you got to understand that the new generation is educated this way. Thinking too much, challening things these days are too much for the poor brains: High Profits means quality Easy means good, challengin is bad. American Dream, and all that dumb crap. If its on TV it must be true! lol And so on. The MTV / iPHONE / EMO Generation. Some people evolve, but most of them are just brainwashed by corporations/religion/badsociety practices and never recover. In the next 10-20 years with the new economic bubble, nature will make her natural selection. |
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10/19/11 9:20:38 PM#238
Originally posted by Sorrow hahaha! nice one mate |
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10/20/11 2:46:26 PM#239
Well I am not saying or hoping that somehow, whole mmorpg genre switch back to 'world-building' / 'world-simulating'. I know that it won't happen. You're right that this particular type of gamer is and will be minority.
I think this is only half true. Although those fantasy-literature players (for want of a better word) might be a minority i think the majority want variety and the worldiness that the first group wants for its own sake *also* provides the variety that the majority want. I don't actually know if it's a majority but my guess is if you could look at say the first four years of WoW's or EQ's subs and select all the players who were subbed for a minimum of a year and checked their time played on their highest level character and their total time played on all their other alts the majority would have spent at least half their total subbed time trying out alts. Most of the WoW clones dropped the worldiness and as a side effect dropped the variety. I think variety and replayability equals mucho cash and is one of the reasons games like AoC and WAR didn't live up to their maker's expectations. They both had interesting and distinctive classes but trying them out on exactly the same sequence of quests got painful really fast. @@@ The Elder Scrolls games provide a good model so it's not like it's some radical change in game design. In terms of game mechanics the only things i'd need to change in a game like Morrowind to make it into the kind of MMORPG i'm talking about would be: - multiple start locations depending on race and initial class choice e.g imperial and orc melee types might start as a new recruit to legion base, argonians might start as escaped slaves in the marsh, imperial and high elf non-melee recently arrived to be part of the imperial administration, dark eleves could be one of the houses or ashlander nomads etc. each starting position could have an early unique path and afterwards a choice between a lot of different options as in the original game. - more factions incompatible so you couldn't complete everything on the same char - "main" quest or in MMORPG terms epic quests don't start at level one. you start off with chores then minor faction quests then major quests then finally epic ones. |
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10/20/11 3:15:16 PM#240
Originally posted by ioryadragon Common game design misconceptions. Inconvenience is bad, but challenge is good (with the disclaimer that it has to be exactly as much challenge as the individual wants, which varies greatly.) It's a super-important distinction that lazy nay-sayers find convenient to ignore. |
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