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7/16/12 6:45:01 PM#261
Originally posted by colddog04 Yeah, "atmosphere" is way too subjective and too difficult to pin down. I considered adding "lore/story" as another point on my original list, but it's too difficult to define, because when people talk about the great atmosphere in TSW, it's mainly an emotional reaction to a whole range of things that are working together to create a certain "feeling". YMMV.
So 3 of my original points still stand:
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7/16/12 7:47:20 PM#262
Originally posted by Caldrin Please note that the word innovation means one thing, it is being used for something OTHER than its meaning. Or are we going to start digging through every MMO released this year and come up with wonderful lists like. Hey, this game has cheese wheels to eat, others dont...its more innovative! Because, basically...thats what you need to do to make TSW look innovative...change the meaning of the word. Hey I know! lets call TSW original also, it has black hair parted to the left on short males, no other game has done that this year either. |
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7/16/12 8:24:06 PM#263
Originally posted by Caldrin Decoupling appearance and power is not innovative as it has been done in other MMOs before, perhaps not to the degree that TSW does it... but certainly in the same way. Vanity items, per chance? Eve, for example, has been discussing player appearance beyond stat-driven itemisation for MANY years now, and has presented a working example of this with WIS. Just because you can't see other player avatars (due to the lack of WiS) does not mean that it didn't happen there first. It did. So all TSW did was copy a concept presented most recently in Eve, that has been present in pretty much all MMOs since ever. That's not innovation. The "spec wheel" is nothing innovative either. If you are suggesting that the shallow presentation of mathematics as images counts for innovation, then every game that has ever deviated from the standard "click and pick" tree approach is innovative, which is clearly untrue. All Funcom did with TSW is take a skill system that is pretty much exactly the same as any other skill system, removed class boundaries, and that was that. They didn't however do anything remotely innovative with the ACTUAL system. The system itself still panders to the same boundaries as any other RPG system, and forces you into the same choices. All they've done by opening up the field like that is reduce the replayability of the game, as you can do all things on a single character, which is a large reason for the success of other titles in the MMO space. This is the only area that any TSW fan can claim innovation, and that claim is stretched thin... Puzzle quests have been in other MMOs. The Secret World does NOTHING innovative. It presents things in a new and interesting way, in the same way Conan did, but it doesn't actually innovate on the established formula. It panders to it, like every MMO has since WoW (excluding a few). The combat is absolutely and astonishingly terrible, the encounter design is the same encounter design I've seen 1000 times in 1000 other MMOs, the story and dialogue is trite, immature and poorly presented, and the game itself just looks like yet another grind of a "world on rails" without any redeeming qualities what so ever. TSW, for me, typifies the current idea that an MMO is merely a single player game with people milling around each other. That's not what the genre was conceived as, and that's ultimately not where it's going to go. I'll put the last 10 years down to experimentation, but what's happening now should indicate where the genre is going. TSWs problem is it applies applies 2004 rules to a 2012 problem, just like SWTOR did. It's a really, really, really boring game. |
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7/17/12 5:09:50 AM#264
Best game of the year for me.. Why?
Questing The Questing System is every good. Its a new way to do quests/missions and it also makes since. No more of going back and forth to the same quest giving to get a quest that takes you right back to the same damn area. In Seret World every Main and Secondary quest is a Quest Line and Story. When Ever You pick up a quest you follow the quest through its story to the end. You even have the Option of doing all the quests in the game over if you want to for CP/EXP. Best system that i have seen yet. The Questing is very fun.. I went and tryed to play another game with the old questing system and i just could not take it anymore....
Ability Wheel OMG the most fun I have ever had with just abilitys alone. You can do anything with any combination of abilitys.If you want to crit, pen, weaken, dot, hinder, summon manesfestation, turrents, drones, blade, hammer, claw, blood magic, element magic, chaos magic (melee magic), Assault Rifle, Pistols, Shotguns, and alot more.. All this in one game lol.. 10/10 for me PVP Persitant PVP, BattleGround, Instance pvp.. SO much fun. 3 Faction type pvp is so much fun. The zone is so big... Best pvp i have experienced so far in my 25yrs of gaming... Graphics Just beatiful, Stunning, and scary at the same time. The way this game used its lightning is great for a game like this. You can play this game on any system. DX9 10 11... great on all of them. The World looks really good. Graphics to me is very important. I spend alot of money on a graphics card so i can use it most of its processing power. Not to be used so only 1% of it is being used lol... Instance's/Dungeon So much fun and challenging at times. The Instance's are well made. Doing missions that take you outside the box When I first started playing There were a few missions that i could not solve. After reading throught the missions it told me that i would have to go out side of the box to get my clue's and/or answers. Well I had to go to Google and other places in the real world just to do some of the missions. That was so much fun. It works really well on a game that takes play in our time.... Thats oneof many things that i will always remember abou this game Theres so much more but I wanna get back into the game and play.. See you guys later |
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7/17/12 5:38:53 AM#265
Yeah, GOTY absolutely, without a shadow of a doubt. The game is stunning. Funcom done good. |
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7/17/12 7:33:25 AM#266
So since most of this thread has been a bunch of qibbling over definitions and wording .. lets try a DIFFERENT SPIN If you had to SELECT ONLY ONE MMORPG game released in 2012 that was the most innovative (even if you dont think it was all that innovative) which would it be.
In that context , so far I would have to say TSW |
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7/17/12 7:36:28 AM#267
Couldn't say anything about Guild Wars 2. Until then, TSW is the most innovative mmorpg launched in 2012. By far. |
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7/17/12 7:39:57 AM#268
Originally posted by dotdotdash Funny, then I have been bored for hours straight every night since the game came out - guess our definitions of bored differ greatly ! while I "Sort of" Agree TSW at times feels more like a single player RPG, I have also been in areas and grouped up wiht people to finish tough quests, I just wish they did more to encourage the grouping part. While LFG systems are often looked upon wiht frowns, this game seems apt to support one. And puzzles and immersing quests in an MMO like TSW, hmm guess I missed those in the dozens of MMOs I have played, perhaps you could share an example of such an mmo ? and since people are great at critisism , what game in your opinion was the most innovative MMO of 2012 ?
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7/17/12 8:28:55 AM#269
Originally posted by sycofiend Tribes Ascend...because it actually has innovation. See, what you did not change in your "spin" is the word innovation. innovatation is innovative, using ideas in other games is REHASHING. So try this spin instead. If you had to SELECT ONLY ONE MMORPG game released in 2012 that was the most REHASHED, which would it be? It still wouldnt be TSW, it would be Diablo 3 which was a total rehash. So...lets spin a little more. If you had to SELECT ONLY ONE MMORPG game released in JULY of 2012, which would it be? Ok...TSW wins that one. See, we can just keep spinning until TSW looks good, just like politics. spin baby spin. |
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7/17/12 8:44:48 AM#270
Lets look at what innovation actually means shall we :- The word innovation derives from the Latin word innovatus, which is the noun form of innovare "to renew or change," stemming from in—"into" + novus—"new". Diffusion of innovation research was first started in 1903 by seminal researcher Gabriel Tarde, who first plotted the S-shaped diffusion curve. Tarde (1903) defined the innovation-decision process as a series of steps that includes:[1]
This is what TSW have done they first took in previous knowledge of what worked what did not work. They then determined which aspects they wanted to keep and which they did not. They adapted exisiting technology and ideas and made them fit into their concept and this concept was then implemented. The final stage of the confirmation of thier decision is down to us the playerbase. If we like this direction we will continue to play reinforcing the idea that this is a positive direction. The final proof of whether it is a true innovation however will be if future mmorps continue to build and improve this mmorpg model or if they still continue to buld off of the previous WOW model. Which is self was developed off of the EverQuest model. |
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7/17/12 1:59:30 PM#271
So let's be honest here: TSW does nothing innovative beyond a small set of "niche" and "game specific" shallow alterations to the established formula. I love the back-peddling from TSW fans right now... "OK... so TSW isn't actually that innovative, but NAME ANOTHER MMO THAT IS EVEN CLOSE TO BEING AS INNOVATIVE IN 2012?" OK... I will... Star Wars The Old Republic: For all of its faults, SWTOR introduced some innovation in the MMO genre that is set to be repeated by other developers. The story mode in SWTOR is innovative in as much as it goes a way to bringing truly choice-driven story and character progression to MMOs like never before. Whilst we can argue about how far it went (or didn't go, as the case may be), It went X distance and introduced something that no other developer has succeeded in doing before. Guild Wars 2: Guild Wars 2 offers a cross-class, cross player combo system that I have yet to see emulated in another MMO. The Elementalist, for example, can set fire on the floor, and any Ranger who fires through that will enjoy Fire Arrows that benefit from additional elemental damage. The shielding system is also pretty innovative, allowing matial classes to use Shields to not only block incoming projectiles and other attacks from hitting them, but also anyone behind them. Let's not forget that the weapon system has a direct relation to the skills and abilities your class has, and the weapon you use defines your game play in a way no other MMO has achieved. In addition, weapons are environment specific in some instances (such as weapons that can ONLY be used underwater). Class specific innovation, such as the ability for thieves to steal items and abilities based on the items equipped by the class they attack. Another example of this is the ability for Elementalists to "switch stance" with a staff equipped, altering the spells provided by that weapon to a huge degree. Another facet of the weapon system is the "environmentally aware" weapon abilites, where abilities will change and alter their effects based on a number of crtieria, including time of day, location, surrounding environment, etc. A weapon for example that may heal you during the day may alter at night to leach life from enemies, as opposed to healing for a percentage of damage. (This is interesting, because we've yet to see this working... but it's set to become a facet of end game itemisation). The ability to switch weapons in combat, allowing for ranged player to apply specific abilities that are then complimented (and sometimes directly effected) by the melee abilities they switch to using at close range. Dynamic events are a huge step forward from the Public Quest system first introduced in Warhammer Online. Dynamic events have, in some instances, multiple different non-linear progressions based on the input of the players at the event. In one instance, for example, you may succeed in repelling an enemy force which gives you access to a small hub, and progresses on to attacking the enemy stronghold. In another outcome of the same quest, players may fail to defend the small hub and then have to fight to take the hub back (instead of attacking the stronghold). At end game, dynamic events become far more ellaborate, and require larger groups of players to complete. Guild Wars 2 world design is, without a doubt, the most stunning and impressive world design not just in the MMO genre, but in the gaming industry as a whole. The only other franchise that comes close to matching the sheer scale and scope of Guild Wars 2 is The Elder Scrolls. Cities are actual cities in size, the game world is actually huge and the designers and developers have gone to great lengths to deliver a truly organic environment, where transitions from one type of environment to another are natural progressions (rather than the "invisible lines" or loading screen we're used to in other games). Not only this, but the game has been seeded with a truly impressive number of NPCs, a simply addition that goes further than any other MMO in making the game world feel truly inhabited. There are plenty more things on the list of things GW2 does for the MMO genre, but those are perhaps my favourites. TERA: Combat system. That's all that needs to be said, really. Eve: As far as technical innovation, the procedural time dilation system they implemented was perhaps the most innovative thing out of an MMO developer this year. |
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7/17/12 2:53:54 PM#272
Originally posted by dotdotdash If you like stylised graphics, then GW2 may be "the one" for you. However, I prefer realistic graphics, so TSW gets my vote in the graphics department without a shadow of a doubt. GW2 can't touch TSW on graphics and atmosphere, the only 2 contenders I would remotely consider would be AoC and Vanguard. Cities may be large in GW2, but afaik they're not part of the "normal" game world. You have to zone-in to cities, don't you ? A smooth progression from terrain in one area to another is not innovative in the least. It has been done before. Having non-static NPC's in the world is not innovative, it has been done before. Perhaps having a "a lot more" could be considered innovative. Kind of.
(I won't critique your suggestions on combat mechanics, don't have enough personal experience of playing themeparks in the last few years. However, I have seen screenshots and playthroughs for most of them, so I can express an opinion on graphics and world features). |
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7/17/12 3:01:12 PM#273
Originally posted by SpottyGekko [mod edit] Guild Wars 2 is a themepark like TSW is a themepark. I've played both. TSW is more of a themepark "game on rails" than Guild Wars 2, by a long... long... long way. The point you are missing,[mod edit], is that Guild Wars 2 does it's game world and world design on a scale I have yet to see emulated in another MMO. MMOs were envisioned as online worlds for players to explore, and this is something that no developer - including Funcom - has managed to transition into the "age of themeparks". ArenaNet has gone a huge ways to bridging the gap, offering a similar crop of content to the typical "quest and progress" systems in existing MMOs (you know... like the one that drives you through EVERYTHING you do in TSW), and a more open sandbox for you to explore at your own pace. TSW is JUST a typical MMO, and that will be reflected by the huge churn rate and lack of player retention you'll see reported in 3 months time. And I WILL be here to say "I told you so". |
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7/17/12 3:03:46 PM#274
Originally posted by dotdotdash This is how a GW2 dev used the word when talking about DEs.
"Are events an entirely brand-new system people have never seen before? No, they are not. They are our attempt to innovate on traditional concepts and elevate them to something different than what people have experienced before, while keeping alive enough of the old so that people feel comfortable with the system."
And you forgot "In my opinion" |
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7/17/12 3:05:56 PM#275
Originally posted by TalulaRose And this is how I open my comments on the DEs: "Dynamic events are a huge step forward from the Public Quest system first introduced in Warhammer Online. " SEE WHAT I DID THERE? ;) |
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7/17/12 3:11:18 PM#276
Originally posted by dotdotdash So, basically, nothing new. Only new spins on old mechanics, like TSW. For example, what we've been discussing is investigation missions aren't innnovative because puzzle quests aren't new. So, an evolved PQ isn't innovative. Another, TERA's combat? Really? Action combat is defenatly not new. Another, GW2's world design. How is it innovative in any shape or form? It's just a world. If you like the desig, cool, i like it too, but it's not innovative. If those are your defenition os innovative, then yes, TSW is the most "new" mmo of the year.
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7/17/12 3:12:31 PM#277
Originally posted by dotdotdash True Rift and Trion Worlds did a great job of introducing DEs to the MMO community didn't they? :) |
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7/17/12 3:26:59 PM#278
Originally posted by jdnyc Trion did a great job of iterating on the PQ system introduced in Warhammer Online, yes! It was an innovative step in the right direction! That said, however Trion's DEs are different to DEs in Guild Wars 2. DEs in Guild Wars 2 are more like Public Quests in Warhammer Online, coupled with the progression of DEs in Rift. DEs in Guild Wars 2 are far more dynamic and non-linear than Rifts in Rift. Rifts are, at best, a middle ground between PQs and GW2's DEs. However the difference between Rifts and DEs in GW2 isn't slight, and is actually quite large. Next. |
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7/17/12 3:41:27 PM#279
Originally posted by dotdotdash And this is how every MMO works. They look at what people like, change it up and sell it back to you. My industry calls it rebranding. Everyone does it.
That being said...back to our regularily scheduled program of little jimmy and little billy argueing over whos game is better. |
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7/17/12 4:39:52 PM#280
Innovation is the new term rabid fans have foaming from the mouth it seems. |
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