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Originally posted by Akiye Exactly. There are other things to play MMORPGs for than big jumps in power. You can have much smaller jumps in power and ability, but still be just as exciting. Much more so if there are other things to play for. But these big power gaps prevent those other things from working. Being social, just hanging and playing with the same people for as long as you want, is only one aspect (but a very, very important one). There's also:
That's just some of it. With huge power gaps, the entire game has to be zoned to levels. You don't have a world in that sense, you have modules. And all of the possibilities of playing in a world go away with such power gaps.
Once upon a time.... |
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12/15/11 10:22:17 PM#42
The only shared 'world' that ever worked was Second Life. I was around for all that VRML cr@p that never worked and all the virtual worlds that never worked too. The problem is that they are boring. Boh-rang. That progression that's part of the 'narrow vision' is the reason that mmorpg can actually get financing. Without that, they would have literally ceased to exist, or would be nothing but java based worlds like Wurm. There's nothing wrong with Wurm, but you don't see 500,000 players lining up to play it. You also don't see anything close to cutting edge graphics. Anything beyond late 90's or early 2000's era technology require a significant amount of money. That money won't happen without a lot of people paying to play the game, which won't happen without progression. I think virtual worlds would be cool (with everyone at a relatively even power level), but it's just boring or repetitive and doesn't make enough money to be anything beyond a 'web app'. Join the League For Gamers. |
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Originally posted by lizardbones Let me make sure I understand you correctly here. Am I to understand that you cannot imagine, under any circumstances, a virtual world that is different than something like Second Life where players are allowed to make anything they want, no matter how outlandish, like flying penises? Am I to understand that you can't imagine, under any circumstances, a virtual worldly game such as I'm talking about made with the same scale of content due to actually have funding? Yes, when I used the word "narrow", I think I hit the nail on the head. Once upon a time.... |
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12/16/11 2:32:57 AM#44
Originally posted by Xthos To be fair in EQ once you became a known jerk you just joined a raid guild.
Then you got help being a jerk.
The old games had some *horrible* social problems also. |
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12/16/11 2:51:46 AM#45
Originally posted by Amaranthar Sorry but I get the impression that nothing we say will change your opinion and as of your experience with SWG I can only say that either you played the game for 5 minutes or you didn't actually play at all. You didn't appear to know about wounds or fatigue and mats did not have levels as you put it, they had qualities; what's more the quality of any particular mat, for instance a ferrous metal did not dictate who could use it. If you wanted the highest quality mats you either went out prospecting or paid for what someone else was selling; some of the best mats may have been found on the more difficult and dangerous planets but again this is where the social aspect of the game came in. If you didn't have a guild there were merc guilds out there that you could pay to guard you while you were prospecting or sorting out your harvesters etc. The best crafters became very well known on the servers and their goods were highly priced and sought after; not because they were higher level but because they took the time to find the best mats and to perfect their skill. Do you realise that pre cu / nge some classes couldn't punch their way out of a paper bag as they had zero combat skills? These were the social classes like entertainer etc. and suited what the people who played them wanted from the game, a social hub where they could have fun, be useful and chat away with anyone that came along; what's more social than that? |
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