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12/01/12 10:46:24 AM#461
It most certainly is what we want,however i beleive devs know it as well,but they are not about to put in the effort. Recent game designs i have seen look really pathetic,it is like the devs/board get together and try to figure out the cheapest way to make a game stick and turn the largest profit possible. To begin with a WORLD involves what i have been asking for awhile,versatile NPC's NOT these 3 possible choice questions with some minimal change/motive depending on your choice,that is too cheap/fabricated and eventually predictable. I also have been asking for an ECO system for a very long time. problems arise however,vast amounts of complex AI equals way too many memory resources. I beleive there is a possible answer,IF we believe what marketing has been telling us.They CLAIM that the Physx engines/code can help speed up graphics and lower the load.if true then it opens up more room to give us better Ai. this would allow more NPC's to roam and an ECO system.What i am afraid of is it stil lwould mean LESS of.Examplke less objects,less effects/animations,less people per zone/server and more use of those VIRTUAL/instance servers we have seen,that i do not like. PhysX is also suppose to allow for destructive surfaces and realistic surfaces to happen without that huge resource draw.That means realistic leather/metal/effects. It all comes down to TIME spent on game development and SYSTEMS and IF they are willing to spend on licenses to attain use of code liek the PhysX engine. Trends have shown us the devs are NOT willing to go that extra effort,they instead want to keep on churning out CHEAP linear questing with a hint of some SMALL really meaningless end game raiding or PVP.NEITHER are really important to a realsitic RPG atmosphere,so in reality developers are NOTG making very good Role Playing games.They are simply giving us what they have seen sells the best,so profit over quality. http://www.youtube.com/user/Napolianboo#p/u/15/rCYLLQCNc1w |
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12/01/12 11:00:34 AM#462
This is not at all what I want. This may be what you want, but since you said "we", I felt the need to reply.
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12/01/12 11:21:35 AM#463
Originally posted by Size-Twelve My feeling exactly - as much as I loved UO I just don't have that much time. This is why themeparks shine, they can be played in small time periods with very defined goals, so a player feels they've accomplished something even if they play 30min a week. Guess what that same player would feel in a huge sandbox game. we are living in increasingly accelerated world, time is becoming more precious than ever, and that is the biggest obstacle to sandbox games - they cater to the players of last decade, we have moved on. |
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12/01/12 11:47:43 AM#464
Originally posted by Size-Twelve "Lifelike time investments"? What a load! I've been playing world style MMOs for many years and I've never put in that kind of time with any of them. I've always been competitive (sure it may take me a little longer to pull off) and I never felt like I was missing out on anything. The fact that you think you need to play these games like a full time job is laughable. Give me a break. "I agree that "unimaginable complexity" is absurd, but so is comparing a single player game to an mmo. It's like comparing masturbation to sex, they are similar in some respects, but really are not comparable." -jimdandy26 |
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12/01/12 12:39:26 PM#465
The OP cited EvE as a good example of what he was after. When I played, Eve was punishing in the time investment required to accomplish anything. Again, no thanks. |
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12/01/12 1:05:45 PM#466
Originally posted by lizardbones How very nice of you to supply an example. Flame on! :) |
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12/01/12 1:51:40 PM#467
If developers thought a sandbox game, with a well developed world would have enough of an audience to justify a ten to fifty million dollar expense, they'd write that game. Especially given that players of sandboxes or world centric games tend to play longer the the two or three months that you get out of theme park games. Even removing WoW from the picture, there's no particular reason to think a sandbox style game would be anymore successful than a theme park game, and a theme park game will pull in more players initially, generating more revenue. Until the cost drops, developers will not be able to justify the expense of writing a sandbox style game. Not in the U.S. anyway. You can write them in Hungary, and apparently in Asia, no problem. Just not for the U.S. Join the League For Gamers. |
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12/01/12 4:28:19 PM#468
Originally posted by lizardbones I wonder what would compell you to elaborate TWICE on the feasibility of some new sandbox direction to mmorpg design as a reply to a post essentially saying "you are obsessing too much with sandboxes just to have something to argue about, lets talk about TBC and themepark features"... Hmm? Flame on! :) Edit: side note, back in 2009, when many people were upset with the heading of wow, someone calculated that around 8 million people play mmos which feature the things what were being changed or removed at that time as major features. While i imagine much has changed in 3 years, your statement that "Even removing wow from the picture...." is quite bold. |
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12/01/12 4:35:58 PM#469
Originally posted by lizardbones I don't think you understand how the market works, then. The devs don't make the decisions, the publishers do. Three of the most popular MMORPGs of all time (UO, SWG, Eve) were sandboxes, but because they were not THE most popular MMO of all time, publishers don't care. Publishers don't understand or care about MMOs. They are bred and trained to look at the most popular game (WoW) and copy it. If they looked at the second most popular game, Eve, they'd probably go "that seems hard, just copy WoW" |
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12/01/12 4:49:41 PM#470
Originally posted by erikk3189 Yes that is exactly what the OP is talking about. And mind you SWG was not the first with such a gameplay. UO was the first and very much like SWG (both had same designers).
I played WoW for some time, I do nto get when people say you can play 30 min a week...You canot progress with 30 min a week...even in a themepark. The argument that themeparks require less time per game session is flawed and simply not true. Unless any of you can show us how you could do Molten Core in vanilla in 30 minutes. Or not even Moletn Core, any of the vanilla Instances, heck lets not even talk about 60 Instances.. sunken temple...in 30 minytes? LOL... Not even Dead Mines you could not finish in 30 minutes...this is preposterous. When some of us say we want a gamethat we can play for a long time, it does not mean we want a game where we will have to play 8 hours a day to even get an inch of a sence of progression. This was how EQ was...a themepark nevertheless. In fact, you could play SWG for 30 minutes if that is all what you had, go around restock your vendors, or gather ressources from your hervesters. Anything else yes required more time like any other MMO, Themepark or sandbox. Yet, the larger point is, if you only can play 30 minutes a week...then why play an MMO? Play a single player game or one of the not reall MMO's out there, such as WoT...stick to that Sub-type of MMO. Your not obligated to play the Sandbox MMO, but that does not mean that they should not be made...for those that can and want to play them and those that have more than 30 minutes time per week to play them. Why should we all be obliged to play MMOS made for the people who only have 30 minutes a week to play a game in the first place, when there are many alternatives for you guys? This argument of time per session versus the justification of making a sandbox is irrelevant. What the OP and those that agree with the OP really want is an MMO that has meaning and can have long term fun, even if I can play 2-4 hours a week, I can play that game for more than a year with my friends. And themeparks do not provide this without becoming like EQ which is even worse. Sandboxes are not focussed on progression, they are focussed on adventure which means many aspects/elements together. So the player gets to have much more flexibility and diversity of options, which provides fun for a much longer term than repeating the same thing over and over for 2 months to get to cap level and according tothe player's availability.
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12/01/12 7:18:57 PM#471
Theme Park games sell more accounts than sandbox games. Rift sold more accounts than UO, SWG and Eve combined. SWToR sold more accounts that UO, SWG and Eve combined. Ditto for GW2, though GW2 has no subscription. Theme parks sell more games than sandboxes. This doesn't even take WoW into consideration. Unless some individual fronts the money it costs to develop a sandbox MMORPG, so that the publishers don't care about the revenue, the potential revenue of the game must be considered as relevant. Nobody wants to run a game at cost for twelve years on the chance that it might make money. This is what Eve did. It make zip for years until they finally broke even. Or, the development costs for the games need to drop to the point that an indie game developer can produce games without having to worry too much about what game publishers want. Money, as development costs or revenue generated is the stumbling block to sandbox games. Join the League For Gamers. |
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12/01/12 7:55:59 PM#472
Originally posted by lizardbones Really? How come? Last thing that was announced was 1mil sold copies for rift, 600k peak subs after launch (for a month or two). Then we have swg 550 peak subs, UO 250k peak subs, Eve 600k subs. Everyone doctors the numbers a bit when he tries to make a point, but come on. What stock "information" will we hear next? That no "sandbox" ever broke 1m players? That the only mmorpg to ever have millions of subs is wow? Flame on! :)
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12/01/12 8:05:32 PM#473
Originally posted by Banaghran Wat? UO peaked at 250k, correct, but SWG actually peaked at 300k and Eve is holding at 350k. Forget doctoring. Are you trying to feed false information to win an argument? You're despicable... Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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12/01/12 8:08:11 PM#474
I fully agree with the OP.
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12/01/12 8:13:49 PM#475
Originally posted by DavisFlight SWTOR probably still has more subs than Eve. And Runescape. And Aion. And GW2 is probably near the top still. What about Secret World? Where do they stand? Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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12/01/12 11:58:30 PM#476
Originally posted by lizardbones This is a false assumption now days. UO launched 15 years ago....we connected to it with Dial Up modems, High Speed connections did not even exist back then. The Internet itself had a fraction of the population it has today. MMO's were really for the Creme de la Creme of gamers...
From a Report in: http://www.pewinternet.org/Reports/2010/Internet-broadband-and-cell-phone-statistics/Report.aspx 1995 15% of US population has access to the Internet 1997 (when UO came out) 25% of US population has access to the Internet. 2004 (when WoW released) 63% of US population has access to the Internet 2010 73% of the US population has access to the internet And this is only in the US... Some world Wide Statistics: http://www.internetworldstats.com/emarketing.htm In 1997 there were 70 Million Internet Users In 2004 there were 817 Million Users in 2012 there are 2.4 Billion Internet Users. So assuming that Sandboxes get less people by basing yourself in a number from 15 years ago and comparing it to today's numbers where the interenet is a whole different reality is a flawed conclusion.
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12/02/12 12:32:05 AM#477
Comparativelly with some stat from http://mmodata.blogspot.ca/ UO had 100k Subs in the first 6 months. This represents 0.14% of the Internet Population at the time. WoW had 500k Subs in the first 6 months. This represents 0.06% of the internet Population at the time. Ultima Online was much more popular and successfull than WoW when it launched. So just looking atthe totals and say oh they have more..without taking under consideration that there were much less gamers online at the time of Ultima and much more gamers online atthe time of WoW, and the deriving at the conclusion that Sandboxes are less popular than Themeparks is erroneous. UO not only puts to shame in this comparison WoW but all the games that came out since WoW. |
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12/02/12 12:48:10 AM#478
Originally posted by Suraknar Do you know how many times i have tried to explain this to people. 200-500k subs back then with inflation blows most all the newer mmo's out of the water ;) You can not compare a 2013 car to a 1930 car, just not realistic.
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12/02/12 12:56:32 AM#479
Originally posted by Onomas Very true. Indeed it does! |
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12/02/12 2:59:02 AM#480
Who cares who has more subs.. really... This is just an unfounded argument that more = better.. That just isn't the case.. McDonald's sells more then any Restaurant, but hat doesn't make them the best burgers on the planet.. Facebook games technically have more accounts then even WoW by far, but that doesn't mean they are better games to play.. As my grandfather used to say so many years ago, "Sinple things that entertain the simple mind".. There is alot of truth in that if you think about it.. This might explain why more people play checkers instead of chess.. Or why more people play "go fish" instead of bridge.. Anyways.. |
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