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I didn't say AC isn't an mmorpg. I've never played it, so I wouldn't be a good judge of that. Your description of AC's combat is not similar to the combat in pretty much any other mmorpg though. Old school or otherwise. Your description of the combat sounds much more like FPS or TPS combat. The combat is fundamentally different and doesn't have a whole lot to do with why people repeated say that old school mmorpg take more skill to play than new school mmorpg. Join the League For Gamers. |
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11/10/11 9:56:08 PM#62
Disdena... You are talking about a game that you never even played. You admitted that. Now you're saying that the movement skills needed to play a mage as I directed you to are a "cover-up" for a lack of complexity in the game? You never played the game man. Enough said. - Zaxx
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11/10/11 10:10:51 PM#63
Originally posted by zaxtor99 "can easily be used to cover up a lack of complexity" were my exact words. I'm not talking about AC, I'm talking in general. In general, one reason that a game might use overly complicated controls is to mask a lack of complexity. For AC specifically, I'll admit that's probably not the reason. It's probably because it's a very old game and keyb/mouse controls hadn't yet become standard, so they went with what they thought would work best. I'm giving you some really easy outs to explain how (other than Z,→,C,←,Z,?,←,C,C,↓) playing AC Darktide requires a ton of skill that isn't present in modern games. You've yet to even try. ![]() |
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11/10/11 10:16:47 PM#64
While I do understand that you didn't say directly that AC isn't an mmorpg, I went off on you because it was obvious that you as well never played the game bro. AC, especially on the Darktide PvP server was ALL about the combat. So me seeing you state that AC combat was FPS combat was basically the same as reading that AC was an FPS, because so much of Darktide was about the combat mechanics. AC in definitely an mmorpg, even with it's combat. The problem isn't that AC ventured off the main path with it's combat style, but rather that the common mmorpg today is based on macros and hot keys and it so much different that what AC was back in the day. Asherons Call was really only the 3rd main stream mmorpg in existence (Ultima Online in 1997, EQ in 1998, and AC in 1999) I am excluding graphical mmos like Meridian 59, but I am really only talking about bigtime mmos with retail publishers here. Asheron's Call helped define what an mmorpg was much more then any MMO released today simply because back then mmorpgs were not nearly as popular or main stream as they are today. Anyhow, I can understand how you might think the fast paced combat of AC as I describe it might be FPS, it really wasn't FPS, just much faster and had more depth to it then something like World of Warcraft and so many other mmos today. It was still very much RPG because you took damage based on protection spells vs sword or spell damage, you could heal, cast spells, heath, stamina, and mana were used while fighting etc etc. Very much RPG, just faster paced with much more depth. I wish they'd make one mmo today in ACs image and style rather then the 473rd copying World of Wacraft myself. ..As do most of the old AC players. Unfortunately, Wow is much more profitable with it's main stream game mechanics and so AC is just an old, hidden gem today and old AC vets like me are left just frustrated trying to explain how/why it was so great. I guess it's one of those things where "you really just had to be there" because unfortunately even though Asherons Call is still running today, it's not even a fraction of what it once was.
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Well, here's the thing. It sounds like something different from the other mmorpg...so pretty non standard as far as combat goes. I would even go so far as to say it sounds like it took skill to play in that you could train your reflexes to get better at it. It also sounds pretty unique...at least in the combat. For the purposes of this discussion, let's ignore the combat because it was fairly unique to Asheron's Call. If you look at the entire rest of the game, what did it take to play the rest of the game? Did it take personality traits (patient, careful, dedicated) or trainable skills (reading, typing, planning)? If the skills were necessary, what separates the skills used in Asheron's Call from the skills used in World of Warcraft? You do bring up a good point which most everyone else has not brought up in that PvP takes some sort of skill beyond the standard ones. You're competing against other people on a fairly level playing field and something separates the winners from the losers. Is it just the amount of time spent playing to increase your character's power level, or is there something else? Join the League For Gamers. |
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Here's an additional example of what I'm looking for here. Join the League For Gamers. |
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11/11/11 9:34:11 AM#67
Originally posted by lizardbones If one trading system allows for more complexity and nuance and takes more effort than another (and moreoever you are thus competing in a market of agents all able to handle said complexity) then it could easily be argued that to master one system over the other takes more "skill". Even with the ambiguity of the word.
The removal of a centralised exchange is an interesting point. You seem to be saying that that merely means a time grind in order to ship your wares, when it is anything but that. Decentralising trading activity gives rise to all manner of complexities and possibilities that a trader can take advantage of. Market arbitrage, trade route manipulation, trade contracts with haulers and the like. It is these little complexities that allow for a trader to demonstrate their skill over and above the usual level you see in modern mmos.
These complexities are missing throughout the mechanics in most modern mmos, from the pvp through to the crafting and the trading. And these mechanics do indeed allow a player to demonstrate more "skills" and thus a greater net total "skill". |
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11/11/11 10:09:34 AM#68
Originally posted by lizardbones
You are comparing wrong areas of ability. Your body is created with certain limits. Highjumping requires not only ability to learn and coordinate, but also some specific body structure. You cannot achieve that body structure by pure training, you have to have it in your DNA.
To compare to your gaming scenario, somebody with ADHD will have trouble succeeding in any game that needs lots of concentration (like an MMORPG). He would be simply physicaly unable to do so. No matter how much effort he invests.
Also, patience is a skill :-)
But for the topic at hand, gaming requires problem solving skills. How deep depends on the game. If you have linear quests and guides at each step, less problem solving skill is required since you are basicaly told what to do. A game with no such guides requires lot of problem solving skill as you have to acquire the clues and leads to solve some quests or encounters yourself with much less help from the game.
Combining ingame skills into attack/defense/crafting sequences also requires skill. The more combinations are possible, the more skill is required to weed out the wrong combinations. Of course you could argue that it only takes time to try out all the combinations and evaluate the results, but the skill in this case is to get to the same results without trying all options available.
As to old vs new MMORPGs, you can observe the general trend yourself. Players are given more and more obvious leads and mechanics to guide them to their goals if not faster then at least easier. Most of the variation is actualy more of the same just reskined and renamed (class variance between races in many mmorpgs works like that). |
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It sounds like you're talking about Eve, which has a far more complex economic system than pretty much any old school mmorpg. In your example, that would indeed allow someone with more planning and logistics become more successful and demonstrate more skill. If you allowed individuals to be the driving power. In Eve and in any system where it's possible to have trading partners, trade routes, etc., large groups will dominate. Individual skill is minimized in favor of the group's numbers. I cannot honestly say how things worked in EQ1 or Ultima Online. Did groups fare better than individuals economically? If individuals did manage to excel, what was the difference between EQ1, UO and WoW, other than a lack of an auction house? I understand there are things that are possible, but there's also what actually happened. Unless I'm mistaken, what actually happened is that there was a bunch of people who each had a stall and they sold stuff. It wasn't an Auction House, it was a Market that served the same purpose as an auction house. Essentially the same process, it just took considerably more effort. After a bit of research, EverQuest 1 had (has) an auction house. It did require you to be online in order to sell stuff. Ultima Online had (has) player run auction houses. I would allow that the players running the auction houses possibly demonstrated management, planning and logistics skills that are impossible to demonstrate in WoW, but the players selling stuff are doing the same thing players in WoW do in the auction house, just with a LOT more effort. Join the League For Gamers. |
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If someone is referring to Problem Solving in old school mmorpg versus new school mmorpg, I would have to say they are right. It does take less problem solving to get through a day of WoW versus a day of Ultima Online. If you increase complexity and difficulty (whether it's arbitrary or not) you need to exercise your problem solving more than you do in something that is very similar, but also less complex. Also, it doesn't matter if the problems presented are exciting or boring, repetitive or always new. They are problems and you have to solve them. Players in Ultima Online solved the problem of 'How do we have an auction house?' by making one. That is probably the best demonstration of a problem solving skill I can think of. Join the League For Gamers. |
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11/11/11 2:20:29 PM#71
You're crazy. NEWS FLASH! A bank was robbed the other day and a man opened fire on the customers being held hostage. One customer zig-zag sprinted until he found cover. When questioned later he explained that he was a hardcore Darkfall Online player and knew just what to do. |
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Everything you've stated can be done by being patient, careful and persistent. These aren't skills, they are character traits. Unless you're referring to problem solving, which actually makes some sense. There are more 'problems' to 'solve' in old school mmorpg. It makes sense that your mmorpg problem solving skills would be exercised and improved. Even there, those same problems to solve are present in new mmorpg, just not in abundance. I don't think the gap is that big between old school and new school mmorpg in terms of problem solving. I think the personality traits make a much bigger difference. Patience and persistence more than anything. If the games in your description take skill, other than problem solving, please describe those skills. I get that the games were harder, took more patience, more determination, even more problem solving. Not many people would dispute that old school mmorpg were generally harder to play. But what is this 'skill' you are referring to? If it exists, it should at least have a description, even if it doesn't have a name. Join the League For Gamers. |
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11/11/11 3:35:16 PM#73
But your character isn't punished for being a bad player anymore in most games. A bad player in EQ for example would actually lose levels instead of gain them if dying a lot and it used to happen to regular players who just happen to have a bad day. Hell in some parts of it, just one fail group member could mess it up so that everyone in the group loses XP. I would definitely call that harder because its harder for people who are generally bad or even just occasionally mess up. It took more skill to do many things in the game. Sometimes you needed a certain class to play a certain role for the party through a part of it. Sometimes you died in a dungeon so far down that it set you back several days since sometimes corpses were hard to recover. NEWS FLASH! A bank was robbed the other day and a man opened fire on the customers being held hostage. One customer zig-zag sprinted until he found cover. When questioned later he explained that he was a hardcore Darkfall Online player and knew just what to do. |
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11/11/11 3:40:02 PM#74
Originally posted by Sid_Vicious Punishing players is a good model for masochists, but not so good for the bottom line. I guess you could make an argument that designing for higher mass appeal is what got us into this mess; and even correctly to some degree. But despite being one of the older vets on this board, I'd still hesitate to demand that devs reduce their income voluntarily--because they won't. Their bosses and shareholders won't let them. -Nearly every single bad trend in MMO development was started by the developers.--Wordiz |
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11/11/11 3:44:13 PM#75
Originally posted by Icewhite Doesn't change the fact that a game that punishes players for losing will be more difficult for the players overall. Oldschool games were harder for kids, casual gamers, unexperienced gamers, etc than MMORPGs you find today. Now every type of player can be found in most games because they have been changed to please the masses.
C'mon now. Think of a person trying out an MMO for the first time. How much harder would oldschool games be? Much harder. Even with just how the UI, interface, and tutorials were with everything else put aside, you can still call them harder. NEWS FLASH! A bank was robbed the other day and a man opened fire on the customers being held hostage. One customer zig-zag sprinted until he found cover. When questioned later he explained that he was a hardcore Darkfall Online player and knew just what to do. |
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11/11/11 3:44:17 PM#76
Originally posted by lizardbones Patience and cooperation. Not much of that in these days of "OMFGmustgettoendgame" MMOs. |
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11/11/11 3:45:54 PM#77
Originally posted by Sid_Vicious Now every type of player can be found in most games because they have been changed to please the masses. Of course. Companies rarely vote for less money. -Nearly every single bad trend in MMO development was started by the developers.--Wordiz |
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@sid - I have made the assumption that old school games are harder. Is it persistence or problem solving that wins the day? Persistence, I think is a bigger factor. That is how you overcome being punished for making the wrong in game choice.
Join the League For Gamers. |
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TdogSkal
Novice Member
Joined: 5/11/06
Do not fear death, Death will come a knocking anytime it wants. |
11/11/11 4:18:40 PM#79
"Old School" MMORPGS took more skill then new Modern MMOs for one simple reason.
PROBLEM SOLVING. Todays MMOs have no problem solving, everything is layed out in front of you and the only "Skill" you need is reading and understanding what your reading. If you have those skills you can successed in the New MMO games. Older MMOs required players to have problem solving skills, quest were not layed out or shown on a map, you had to figure it out. Players had to solve puzzles to open doors or advance past certain places. Perfect Example is in EQ there was a zone that required the player to gather a key to unlock the door to each level, the problem was that there were spots you could fall all the way to the bottom floor and now your stuck without the keys to get out. 3 keyed doors requiring 3 different keys from 3 different mobs on 3 different floors (Befallen for those that know and yes its a low level place)
Another great example was the VT key, not many people got keyed for candyland because it was a long proccess that required luck and camping rare spawns. The VT key required 10 parts, 3 parts were raid only drops. One of the raid only drops required players to have "bane" weapons which were the only weapons that could hurt the raid boss, my guild learned the hard way that the mob needed these certain "bane" weapons. (EMP raid boss for those that know EQ).
You simply do not see these type of problems in new games, new games have all the steps you need to finish your mission/quest right in front of you too read. Older games required players to figure it out by the clues in the quest.
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11/11/11 4:26:23 PM#80
Originally posted by lizardbones That still requires planning, team work and individual knowledge of the game which is a skill. Yes in Eve working as a group will make you more successful then a solo player (which is a good thing in my opinion). "How should I know if it works? That's what beta testers are for. I only coded it." |
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