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10/28/12 5:55:22 PM#101
Originally posted by Hrimnir Thanks, you know EQ. Here is the video you're referring too for anyone interested, the amount of content EQ has is RIDICULOUS, yes it a world, a HUGE world. It's a different game now, but the world is still there. https://www.youtube.com/watch?v=-ZCMcJ7yOww&feature=plcp The reason EQ has this HUGE world is I think part of the reason why it's so different compared to WoW, I believe it's easier to make zones once the core gameplay is in place. In EQ people grinded for XP, you didn't have quests like WoW (you had them, but they were few and far in between compared to the amount of content, and most gave very little or almost no xp). You XP'd by grinding mobs, not by chaining quests like in WoW. In EQ developers made a theme, threw down a bunch of mobs and you played in that zone and made your own group and destiny. WoW has a world too, but it's a bit more casual and a bit more on rails and it's based on questing, it's not a harsh world where you depend on each other, it's more of a .. themepark. I think people are so passionate about EQ and are quick to correct others because the experience when playing in groups and depending on each other in an, at times, brutal world, makes lasting memories and friends.
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10/28/12 6:08:50 PM#102
Originally posted by CalmOceans Rumor was that GoD was made with the level cap being 5 level higher than it was, and they decided against raising it to that level, and the content was not brought to be in line with that change... I was not a huge fan of the LDoN+ expansions, I still played, but watching people do some stupid instance nearly 100 times to be a friend to get a pair of boots for a SK (of which I probably did 40-50 of them)...Really soured me on the 'fun'. I don't mind the grind, but instances, I really grew to dislike them....Now you can't walk 100 yards in most mmos without running into one.
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10/28/12 6:14:31 PM#103
Originally posted by CalmOceans I remember playing like 4-6 years into EQ, and they said their was a quest that still had not been discovered/solved. When they said it, people everywhere tried to find it, and I know no one did for a long time...Still may not have found it to this day. People were going and talking to every NPC they could find to get clues.
Direction of EQ, into WoW or not, I still viewed WoW as a sterioded version of what EQ was doing on it's later expansions, and I only played the beta. Never bought/subbed it to this day, disliked the increase of instances and more casual play at the time. |
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10/28/12 6:21:28 PM#104
Originally posted by Xthos If I liked an expansion was for me highly dependent on what guild I was in and how much my friends played at the time (it still is frankly). I liked expansion that would be considered unpopular because of the company I was in at the time which made doing the grinding fun instead of tedious. I was not a huge fan of LDON either, I liked the open world more, and I wasn't in a good guild at the time. My favorite expansions are probably Kunark, GoD, OOW and DoD. Later expansions are less interesting for me, population dropped significantly although I made my best friend very late in the game. |
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10/28/12 7:09:46 PM#105
I think themeparks were created for a good purpose and a real issue. Some people do much better with direction. You put some kids in the sandbox and they look at it like "WTF am I suppose to do with this?!?". Quite a few people need to be told how to have fun. They need rules and structure and all that fun stuff that I dislike. From the success of WoW I think it succeeded in that regard. The problem is most of the games that came after 2003/4 used this same method. While the more anal (Obviously I am poking fun at those are different from me and mean no harm) of us need that direction, I do not! UO/EQ vet here. I don't believe EQ was a themepark at all. At first I immediately dismissed the term "themepark" altogether. I thought it was silly (Still sometimes do as it's thrown around for its negativity). As time went on though after I moved away from EQ and couldn't find an MMO I liked, that term is what I kept coming back to. For me, a themepark is when I am walking around in town, I am about to fall off the edge of a cliff and *BOOM* there is an invisible wall. EQ never had this, at least not so blatant. I never felt like I was held down and told what to do. I simply did it and dealt with the consequences. Not sure if I enjoyed EQ so much because I never seen the wizard behind the curtain, or because he was barely there at all. I simply know that I enjoyed it immensly. If I made a mistake in older games, I was held accountable. If I decided to keep walking off that cliff, then I died and had to suffer the consequences (There were actual consequences back then). I wasn't told by the program that dying isn't an option. That has become a themepark to me and I find it insulting. I can't understand or wrap my head around the need for this. I honestly don't know the answer to fix the current gen MMOs and I won't pretend to. I just know I don't enjoy them for more than a month and I hope that changes in the not too distant future. Recently went back to Baldur's Gate (The game now would make a lot of people cry with the dated mechanics and graphics) and I am having a blast. I only hope that MMOs move backward now since they seem to have peaked. |
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Uproar
Apprentice Member
Joined: 2/19/04
I was once Tailrot, Uproar, Bandage, Thus(tin) Hammered, Rock, and so many more. Aye gamerest. |
10/28/12 8:14:54 PM#106
Originally posted by ShakyMo You can keep saying EQ was the first themepark, but it won't make it true. It's was not a themepark by any definition in use today. Ridiculous that you keep saying it. And given your 2011 join date I doubt you ever touched it before 2004. Find another mantra if you wish to spread knowledge.
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
10/28/12 9:02:48 PM#107
Originally posted by Vannor Before AoS introduced Doom, what rewards were at the bottom of UO dungeons? UO the same PvE system as we have now? region-based instead of node-locked spawn system realistic loot (ex: no swords or cash from mice, dropping the gear the mob is wearing) mobs raising skill from combat mobs looting dead players most mobs tamable Not even going to touch on the wild differences in the PvE experience between skill-based groups in a collision-enabled non-aggro/taunt system, vs the tank/trinity/taunt system. Other than Kill Creature > Get Item what are these similarities you see? filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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10/29/12 12:19:58 AM#108
Originally posted by Hrimnir It was about working your way up, starting out as nothing and making something of yourself. Now, MMOs are a reflection of modern western society where people feel entitled to everything. Like somehow they deserve this or that just by virtue of being there. Its absurdity at the highest level. Out of everything, this is what I miss the most. I'm damn tired of starting off as the hero(ine) automatically. If you start off as such, how do you progress? You're already the hero! You're already the best! So, the only thing to do is continue to prove how awesome and super special I am? Really? Ugh. That's pure boredom to me. I want to start off as a newbie. Nameless. Bottom rung of the ladder. Killing rats, if I have to. Let me CLIMB my way up. Prove myself, to both the playerbase and the NPCs. While I admit that I would like my successes to be noted by the NPCs ('Look at you now, in your shiny armor, so famous! I remember when you wearing a dress made of little more than rags!'), it's really my status with the playerbase that matters to me. Status that I've built up by being a good player, knowing my class, knowing the game, being active in the community. With regards to sandbox & themepark... I don't mind some themepark in my sandbox. It can co-exist, if done right. Themeparks are sideshows, after all. Not the meat and bones of the world. But I don't enjoy games that are pure themeparks nearly as much as even a basic sandbox. Or rather... I can enjoy themepark rides once, but after I've done the rides once, I feel like I'm done. Game over. Bored. There needs to be more, for me, than just repeating the same rides ad nauseum. |
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10/29/12 12:26:34 AM#109
Originally posted by Zharre I'd kinda prefer not to go to extremes when it comes to this part. Give me too much freedom, and I'll be lost and stay in one place, but give me too little freedom, and I'll feel like cattle. But most importantly, give me a goal and some tools, but let me carve my own way to the goal; don't follow me around like a giant parade, because then the feeling of awesome goes away since I had too much help. You can throw in a nudge here and there, but try not to overdo it. |
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10/30/12 9:31:08 PM#110
Originally posted by Tamanous Where the hell do people come up with this crap? I mean seriously. If you want to know the truth, go watch the anniversary video for Everquest, they talk a lot about what the state of the genre was back in the mid to late 90's. And trust me, it was NOTHING like you just described above. I get so sick of this conspiracy theory bullshit thats gets spouted because some douche bag found the article on skinner boxes on wikipedia, and now everyone thinks they're a fucking psychologist. I know we live in a time now where developers make games with the sole purpose of making as much money as humanly possible. That wasn't always the case. Back in the 90's and even early 2000's, game companies made games because they had a vision and wanted to make something cool and fun to play, and then they hoped that players would adopt it and buy it and then they would be successful. Words like "monetization" didnt enter the discussion until much much later. "The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently." - Friedrich Nietzsche |
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10/30/12 9:39:05 PM#111
Originally posted by MMOExposed I question this part......
As for the main topic, I assume someone in a board meeting said: "Hey, let's take online role playing games and make them fun!". /2 cents I want a mmorpg where people have gone through misery, have gone through school stuff and actually have had sex even. -sagil |
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10/30/12 9:42:35 PM#112
Originally posted by MMOExposed Well, you've got a few misconceptions already in the OP. FIrst off, 'themepark' vs. 'sandbox wasn't really much of a topic amongst the early MMOs. Secondly sandboxes weren't more popular. One of the first themeparks was arguably Everquest. However, the further you get to the inception of the MMO, the more blurry the lines get. MMOs started as a way to create a world around the RPG idea. As this evolved, some games chose to focus more on the environment aspect of this, while others chose to focus more on the RPG aspect of this. Those that focused on the 'environment' aspect tended to turn into more sandboxy games. Those that focused more on the RPG aspect tended to turn into more themeparky games. However, there was no 'major success of Sandbox design'. That whole idea is a fallacy. There's a reason most sandboxers are still pointing towards examples that noone plays anymore. Yes, the original Ultima was successful. And yes, it was a great game. But it wasn't like it dominated the industry. It was successful, but it was hardly the only example. As has been stated many, many times; sandbox games are not only much harder to make, but they also tend to have a lot more problems. Most of the successful sandbox games we've seen have also started out as very basic games, and have grown over time. |
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darkhalf357x
Elite Member
Joined: 1/25/12
I'm only playing the role chosen for me. Who you supposed to be? |
10/30/12 10:11:05 PM#113
Originally posted by Fendel84M Its tough to say. Definitely not themeparks in my opinion. Im playing EQ now (for the first time). It has nuances of WoW/Themepark but they are optional. For example, there is a 'golden path' to follow in a linear fashion to level but you dont have to use or follow it all. Hell, it took me a week to realize it was even there. Agree its not a sandbox either since there are really no systems for players to control. I guess its more akin to a bunch of 'stuff' that was eventually streamlined into themepark stuff. For example, today you can craft but most themeparks limit you to 1 or 2 professions and you have to switch if you want to change. Some remove your prior crafting XP while others do not. In EQ you can do all and every crafting profession. So more choice of what you want to do, but less (no) control of how you do it. I will say however EQ is classified it is WAY more open than any current existing Themepark. More challenging too. But I like that. |
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darkhalf357x
Elite Member
Joined: 1/25/12
I'm only playing the role chosen for me. Who you supposed to be? |
10/30/12 10:15:54 PM#114
Originally posted by Tamanous +1 well said. |
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darkhalf357x
Elite Member
Joined: 1/25/12
I'm only playing the role chosen for me. Who you supposed to be? |
10/30/12 10:22:33 PM#115
Originally posted by MindTrigger I agree, and is which is why I always say that a (good) MMORPG is based on story/conflict. If you dont provide a good reason to do (whatever system is implemented) it will be difficult to maintain interest. What has happened to MMORPGs today (mentioned by others on this thread) is that the story has been genericized to the point that even new gamers can recognize its useless. Without the conflict what is the reason to play? I like the idea of a sandbox, but also feel story (questing) is important. It just doesn't have to be linear. |
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10/30/12 10:44:32 PM#116
Originally posted by MMOExposed The way I see it (right or wrong) ... First came the pencil and paper RPG. A bunch of characters, a Dungeon Master's world and an adventure for the evening. When MUDs (and later MMOs) came along, there were three different paths chosen on how to replace the DM with a server. Path 1: focus on the dungeon module, implementing encounter-by-encounter. This became refined into themeparks with quests to encourage people to move from encounter to encounter and not just grind-in-place. Path 2: focus on the characters, giving players a world to live in. This became sandboxes (unfortunately, they acquired a sort of Lord of the Flies reputation because without a DM as the hand of karma, you couldn't actually have a heroic world) Path 3: focus on roleplaying, giving tools for multiple overlapping storytellers. Although there were a number of successful LARPs/MUSHes using this model back in the day and I suppose it could be argued that this is the model that Second Life has persued. |
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10/31/12 4:39:51 AM#117
Interesting analogy. PnP rping and MMO’s just do not go well together. It has been like banging a square nail into a round hole. The main issues are the lack of director abilities and communication taking ages in text. As you say SL has some of these and NWN gave it a go too. The history of MMO development is the result of a collision between the development principals of a RPG and a console shooter. |
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10/31/12 6:44:36 AM#118
Originally posted by Yamota I don't think 'niche' applies. MUDs were niche games, certainly. But MMOs wanted 'massive', and they damn well got it. To their detriment, they just kept getting bettter at it. The first-gen MMOs just weren't ready to effectively deal with the population, as it exploded by another order of magnitude. Now they're got reactionaries seeking to make them fit back into Mom and Pop stores again...but they're being managed like big business.
Ignore the nattering of beldames, enjoy whatever you like. |
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mgilbrtsn
Spotlight Poster
Joined: 2/14/09
He who fights and runs away... misses out on the loot |
10/31/12 6:47:23 AM#119
It's pretty simple IMO. They were trying to figure out how to increase the number of players (revenue), so they deterimined a more social/themepark experrience would probably attract people who weren't into MMOs.
They are coming for you! |
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10/31/12 6:54:54 AM#120
Originally posted by slowpoke68 Actually the first MMORPG as we know it was Meridian 59, which was around in 1995 then re-released in 1996 as a commercial entity. |
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