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MMORPG.com Discussion Forums

Guild Wars 2

Guild Wars 2 

General Discussion  » I am flabbergasted with Most Innovative 2012 MMORPG.com Players' Choice Award.

4 Pages « 1 2 3 4 » Search
72 posts found
  Marcus-

Advanced Member

Joined: 4/28/06
Posts: 968

12/25/12 10:20:33 AM#41
Originally posted by hikaru77
Originally posted by Wickedjelly
Originally posted by hikaru77

Nothing in GW2 is innovative, everything have been done before, but is a players choices, and a lot of people think it is. 

Since the OP won't respond I'll ask you then. If not GW2, then what game deserved it for being "most innovative"?

TSW is probably more innovative. DE have been done before by Rift and Warhammer PQs (DE are pretty much  improved Public quest from Warhammer), The WvWvW system is a copy and paste of DAOC and WAR 1.4 Update; Dodge system, done before by games like AoC as an example (it was more complex than GW2), even STO have a dodge system. No trinity, any console game where eveyone is just dps, like GW2. Again, is players choices, so a lot of people really believe that GW2 is new and innovative, but in the real world, is not.  

And what is innovative about TSW? I only played a beta trial of some type, and didn't care for it too much.

 

If it has something i missed, i may give it another go.

  KingJiggly

Novice Member

Joined: 8/03/11
Posts: 807

Definition for innovation is below. Your welcome.

12/25/12 10:20:51 AM#42
More innovative than anything else on that list.

http://www.merriam-webster.com/dictionary/innovation

  Loktofeit

Elite Member

Joined: 1/13/10
Posts: 11900

Currently playing EVE, SMITE, Wildstar, and Combat Arms

12/25/12 10:23:18 AM#43
Originally posted by taus01
Originally posted by RedJorge

Please indulge me.

After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

Do you see any other innovation of GW2 that is eluding me?

They spent most for advertising on these sites. That is all, nothing else to it. That is also why they won best game on so many sites. It's a payed competition, ask some insiders how "ratings" are done. It is a well known fact that review sites are all payed with advertisements.

 

Stop.

Take a breath.

 

Once you're relaxed,

take off the tinfoil hat

 

and tell us more about how everyone here,

except you of course,

was paid to vote for GW2.

 

 

  KingJiggly

Novice Member

Joined: 8/03/11
Posts: 807

Definition for innovation is below. Your welcome.

12/25/12 10:24:48 AM#44
Originally posted by Loktofeit
Originally posted by taus01
Originally posted by RedJorge

Please indulge me.

After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

Do you see any other innovation of GW2 that is eluding me?

They spent most for advertising on these sites. That is all, nothing else to it. That is also why they won best game on so many sites. It's a payed competition, ask some insiders how "ratings" are done. It is a well known fact that review sites are all payed with advertisements.

 

Stop.

Take a breath.

 

Once you're relaxed,

take off the tinfoil hat

 

and tell us more about how everyone here,

except you of course,

was paid to vote for GW2.

 

 

Lol

http://www.merriam-webster.com/dictionary/innovation

  Wickedjelly

Novice Member

Joined: 4/19/09
Posts: 5064

The Dude abides

12/25/12 10:27:18 AM#45
Originally posted by hikaru77

TSW is probably more innovative. DE have been done before by Rift and Warhammer PQs (DE are pretty much  improved Public quest from Warhammer), The WvWvW system is a copy and paste of DAOC and WAR 1.4 Update; Dodge system, done before by games like AoC as an example (it was more complex than GW2), even STO have a dodge system. No trinity, any console game where eveyone is just dps, like GW2. Again, is players choices, so a lot of people really believe that GW2 is new and innovative, but in the real world, is not.  

I really enjoyed TSW. In some ways more than GW2 by far.

Still, I don't see how it was more innovative.

Better story lines, fucking way better dungeon design, etc.

But more innovative? Sorry, don't see it.

1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  KingJiggly

Novice Member

Joined: 8/03/11
Posts: 807

Definition for innovation is below. Your welcome.

12/25/12 10:30:44 AM#46
Originally posted by Wickedjelly
Originally posted by hikaru77

TSW is probably more innovative. DE have been done before by Rift and Warhammer PQs (DE are pretty much  improved Public quest from Warhammer), The WvWvW system is a copy and paste of DAOC and WAR 1.4 Update; Dodge system, done before by games like AoC as an example (it was more complex than GW2), even STO have a dodge system. No trinity, any console game where eveyone is just dps, like GW2. Again, is players choices, so a lot of people really believe that GW2 is new and innovative, but in the real world, is not.  

I really enjoyed TSW. In some ways more than GW2 by far.

Still, I don't see how it was more innovative.

Better story lines, fucking way better dungeon design, etc.

But more innovative? Sorry, don't see it.

Yeah, just because you say gw2 is not innovative doesnt make tsw innovative. Now, pirate101...

http://www.merriam-webster.com/dictionary/innovation

  User Deleted
12/25/12 10:31:02 AM#47
Originally posted by Wickedjelly
Originally posted by hikaru77

TSW is probably more innovative. DE have been done before by Rift and Warhammer PQs (DE are pretty much  improved Public quest from Warhammer), The WvWvW system is a copy and paste of DAOC and WAR 1.4 Update; Dodge system, done before by games like AoC as an example (it was more complex than GW2), even STO have a dodge system. No trinity, any console game where eveyone is just dps, like GW2. Again, is players choices, so a lot of people really believe that GW2 is new and innovative, but in the real world, is not.  

I really enjoyed TSW. In some ways more than GW2 by far.

Still, I don't see how it was more innovative.

Better story lines, fucking way better dungeon design, etc.

But more innovative? Sorry, don't see it.

What about the way the quests were presented?

The same I can say about GW2. The presentation of the quests.

Isn't this enough to be considered innovative? Disregarding everything else in both games.

  Ortwig

Hard Core Member

Joined: 4/20/12
Posts: 1044

12/25/12 10:35:06 AM#48
Originally posted by Marcus-
Originally posted by hikaru77
Originally posted by Wickedjelly
Originally posted by hikaru77

Nothing in GW2 is innovative, everything have been done before, but is a players choices, and a lot of people think it is. 

Since the OP won't respond I'll ask you then. If not GW2, then what game deserved it for being "most innovative"?

TSW is probably more innovative. DE have been done before by Rift and Warhammer PQs (DE are pretty much  improved Public quest from Warhammer), The WvWvW system is a copy and paste of DAOC and WAR 1.4 Update; Dodge system, done before by games like AoC as an example (it was more complex than GW2), even STO have a dodge system. No trinity, any console game where eveyone is just dps, like GW2. Again, is players choices, so a lot of people really believe that GW2 is new and innovative, but in the real world, is not.  

And what is innovative about TSW? I only played a beta trial of some type, and didn't care for it too much.

 

If it has something i missed, i may give it another go.

I'm not saying TSW is more innovative than any other game, but here are a few things it introduced to MMOs:

  • The ability wheel; character can switch at any time to any role (tank, healer, dps and everything in between).  Add to this the ability to completely customize your character to your own play style. 
  • Level-free, class-free system (yes, gear QL is part of it, but it's not the whole picture)
  • Investigation missions that require player out-of-the-box thinking and puzzle solving skills to complete (unless you go to spoiler sites).  Puzzles aren't new to computer games, but they have somehow been forgotten by the MMO genre
  • Sabotage missions that require stealth and non-combat to complete
  • Quest system that is story based rather than hub-based.  Finishing a quest takes you to a new area for questing, and does not force you to return to the hub
  • Modern day setting with ties to real world tech -- cell phone; in-game browser and websites that are part of the the game's storyline
  • An in-game stage/theater that gives players props, lighting effects, weather and sound to put on in-game plays
There may be more, but that's a good start.
 
 

 

  KingJiggly

Novice Member

Joined: 8/03/11
Posts: 807

Definition for innovation is below. Your welcome.

12/25/12 10:35:30 AM#49
Originally posted by NBlitz
Originally posted by Wickedjelly
Originally posted by hikaru77

TSW is probably more innovative. DE have been done before by Rift and Warhammer PQs (DE are pretty much  improved Public quest from Warhammer), The WvWvW system is a copy and paste of DAOC and WAR 1.4 Update; Dodge system, done before by games like AoC as an example (it was more complex than GW2), even STO have a dodge system. No trinity, any console game where eveyone is just dps, like GW2. Again, is players choices, so a lot of people really believe that GW2 is new and innovative, but in the real world, is not.  

I really enjoyed TSW. In some ways more than GW2 by far.

Still, I don't see how it was more innovative.

Better story lines, fucking way better dungeon design, etc.

But more innovative? Sorry, don't see it.

What about the way the quests were presented?

The same I can say about GW2. The presentation of the quests.

Isn't this enough to be considered innovative? Disregarding everything else in both games.

Nope. It is never enough for the fanboys and trolls. Never, ever enough. 

Can we just close all threads pertaining to "innovation"? It always end up with people arguing the definition and not answering the real question. Then you bring other games in and it is a interforum war.

http://www.merriam-webster.com/dictionary/innovation

  VirgoThree

Tipster

Joined: 12/09/03
Posts: 1222

FFXIV:ARR, Malboro Server, Scarlet Raven

12/25/12 10:36:56 AM#50

All the little features to create the systems in GW2 are what are innovative.

Dynamic Events overall presentation and structure are an innovation on Warhammers PQ foundation, and a further improvement on Rifts system.

Hearts  are an innovative twist again in the presentation and structure of the traditional quest.

Classes and Combat are yet another innovative twist on how traditional fantasy archetypes and roles are percieved. Yes the individual features in combat have been pretty much done in other MMO's but please point to me a single MMO that shares the exact same combat as GW2. It is the number of all of the little improvements that make it unique and innovative.

There are many other small examples I could come up with, but my overall point is that the enitre package of little improvements is what made GW2 innovative. If you boil it down feature by feature, then yes most of it has been done elsewhere. However, games are more then feature bullet points. They should be treated as a total package and rated as such.

  Wickedjelly

Novice Member

Joined: 4/19/09
Posts: 5064

The Dude abides

12/25/12 10:38:10 AM#51
Originally posted by NBlitz

What about the way the quests were presented?

The same I can say about GW2. The presentation of the quests.

Isn't this enough to be considered innovative? Disregarding everything else in both games.

They were both innovative in their own ways far as I'm concerned. DEs were a great step forward in design in making them more organic and (for some...I stress some) more heroic.

TSW's implementation of adding puzzle elements and research was also a nice change of pace.

It was also nice how both games used exploration to a degree to uncover some quests rather than have everything marked off on their maps.

Far as questing goes they both excelled in that area. Would love to see other games evolve these concepts even further.

1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  Wickedjelly

Novice Member

Joined: 4/19/09
Posts: 5064

The Dude abides

12/25/12 10:40:19 AM#52
Originally posted by KingJiggly
Nope. It is never enough for the fanboys and trolls. Never, ever enough. 

Can we just close all threads pertaining to "innovation"? It always end up with people arguing the definition and not answering the real question. Then you bring other games in and it is a interforum war.

Regardless the obvious motivation of the OP seems silly to me to close threads like these when the site itself decides to even have an award in relation to the matter.

Although the endless debate over "what is innovation" in relation to games does get really tiring.

1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  Zalmon

Apprentice Member

Joined: 12/02/11
Posts: 323

12/25/12 10:40:55 AM#53
Originally posted by Loktofeit
Originally posted by taus01
Originally posted by RedJorge

Please indulge me.

After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

Do you see any other innovation of GW2 that is eluding me?

They spent most for advertising on these sites. That is all, nothing else to it. That is also why they won best game on so many sites. It's a payed competition, ask some insiders how "ratings" are done. It is a well known fact that review sites are all payed with advertisements.

 

Stop.

Take a breath.

 

Once you're relaxed,

take off the tinfoil hat

 

and tell us more about how everyone here,

except you of course,

was paid to vote for GW2.

 

 

So far whatever i have read on these forums and what GW2 fans have posted i have come to the conclusion that only polls which are rigged are where GW2 does't win. But when GW2 wins polls are fair and win is well deserved.

I was really looking forward to the reply this post was going to get because i read somethign similar how polls were rigged because Pirate 101 won game of the year player choice award. I see that things are balanced out.

  Wickedjelly

Novice Member

Joined: 4/19/09
Posts: 5064

The Dude abides

12/25/12 10:55:30 AM#54
Originally posted by Zalmon

So far whatever i have read on these forums and what GW2 fans have posted i have come to the conclusion that only polls which are rigged are where GW2 does't win. But when GW2 wins polls are fair and win is well deserved.

I was really looking forward to the reply this post was going to get because i read somethign similar how polls were rigged because Pirate 101 won game of the year player choice award. I see that things are balanced out.

Where? I haven't seen this. Can't say I've seen anyone seriously say they think it has been rigged if GW2 doesn't win. Plenty have said the opposite.

Personally, I can see why it would win mmo of the year. Far as ones as for game of the year? Not by a long shot far as I'm concerned. Although I don't think sites that gave it to GW2 did it because Anet paid for it.

1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  Scorchien

Advanced Member

Joined: 5/12/06
Posts: 1079

12/25/12 10:58:54 AM#55
Originally posted by NBlitz
Originally posted by RedJorge

Please indulge me.

After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

Do you see any other innovation of GW2 that is eluding me?

(just look at the Award thread) Innovation for Most Rabid Fanbase of any game to date? 

That is until they grow bored of the game and drop completely off the map and we don't hear from them until they sheepishly start posting how they're not playing anymore "but but but it's a great game!"

 

As for the innovations? A short Google search yields a link to this very forum and a topic made here by someone who is now Deleted. Someone called him Cal *shrug* I don't know who that was.

 

http://www.mmorpg.com/gamelist.cfm/game/473/view/forums/thread/333764/List-of-GW2-Innovations.html

Combat:

Casting while moving
No auto attack (you can set any skill on your bar to autocast, and one of them will be spammable)
Attacks don't need a target, they'll hit whatever gets in their way
Dodging attacks and projectiles
Shield stance blocks projectiles from hitting you and people behind you
Limited skillbar
No holy trinity, players aren't locked into one role to the exclusion of all others
Skills fit into broad categories of damage, control, or support
Weapon(s) determine half your skill bar and give different skills than other weapons
Players can potentially switch roles in combat (if weapon/skill choices plan for it)
No ally targeted abilities
Everyone has a self-heal ability which is the most powerful heal
Downed state before dying, killing an enemy rallies you
Downed state gives you a new, limited skillbar to fight back with
Any player can rez anyone mid combat anytime, including NPCs.
Very minimal death penalty.
Picking up an environmental weapon changes your skillbar
Thieves can steal environmental weapons from enemies
You get full xp and loot for helping kill a mob whether grouped or ungrouped
Hundreds of cross profession combos to enhance the effect of your skills, even ungrouped
Mob aggro based on proximity and other factors
NPC enemies can dodge your attacks
NPC attacks may be deadlier due to ability of players to dodge and revive
No mana/energy for any class (subject to change)
Only four attributes.  Power affects melee, range and spell damage
All professions viable at both melee and range

Underwater:

Desire to have underwater be huge part of the world
You have underwater only weapons
Skills change to underwater versions
Skills use the Z-axis
No breath meter
Drowned state, it's like downed state, but you can also get to the surface to rally
Underwater friendly races and towns
Rangers have underwater pets

Dynamic Events:

Completely replace quests in the open world
Run whether players are there or not
They actually happen instead of just being told about them
Failable and not necessarily repeatable on failure
Allow for victory and failure conditions not easily accomplished with quests
Run in cycles so they're repeatable
Encourage community by letting everyone participate at the same time
Instantly scale up or down with number of players participating
Reward everyone involved based on their amount of participation
Chain together to keep people working together longer
Affect the world in terms of what merchants sell and which waypoints are available
Don't always run so you'll see different things when revisiting a zone
Constantly adding new events to enhance replayability
Boss fights which scale with number of players up to 100

Open World:

Entirely PVE
No factions
Designed to be as griefless as possible
No race/class restrictions
Phased gathering nodes that allow everyone to have a shot at them.
Everyone can gather everything so no waiting on others/making people wait
No set path through zones
Automentoring keeps entire world's content rewarding and challenging
Manual sidekicking to a higher level friend
City to city ports so you can play with friends immediately.
Teleportation to any waypoint you've unlocked
Hidden events to reward explorers
Day/night cycle which can affect your weapons' procs as well as trigger DEs at certain times
Dynamic weather can trigger DEs (when snow falls) or be changed by DEs (NPC causes snow)
Tasks to fill hearts in the open world, for completionists and NPC goodwill
Boss fights at the end of all the tutorials put you right into the action

Personal Story:

Everyone has one big storyline from creation to level cap
Choices made at character creation affect it
Choices in game have consequences and can branch it
Each player has a Home Instance section of town
Character personality gives different dialog options and affects how NPCs react to you

PVP:

3 Faction World PVP against two other servers in large 4-zone maps
No fixed limit to number of participants (though eventually technology would limit it)
W/L record is kept
After 2 weeks, your server is matched up against new, equal strength servers
Winning server gets PVE buff of some kind
Castles and keeps to hold, dynamic events to fight over, trade routes
Destructable environments
Players can level up entirely in World PVP
Enemy players drop loot as if they were PVE enemies
Hot joinable Structured PVP
Structured PVP with custom rulesets
Players in structured PVP are max level with all skills and gear so it's a level playing field
PVP balanced separately from PVE

Dungeons:

Dungeons have a story mode separate from your personal story
Completing story mode unlocks 3 explorable mode paths
These show the consequences of the story mode
There are random/hidden events in dungeons
No raiding
Get a token for armor/weapon everytime you complete a dungeon, no hoping for random drop

Miscellaneous:

Flat leveling curve
Players can be in multiple guilds
No endgame vertical gear progression in power
30+ Minigames in cities
400 dye colors, each piece of armor has three color sections
Gear that can take up more than one armor slot
Grindless crafting with discoverable recipes
Use an iPad to see what your friends are doing in game and send them messages
Auction house available from outside the game
Translatable fictional languages
Unconventional NPC races with deep lore
Add your own music to ingame playlists, your battle music will start when you enter combat
Playlists revert to in game music during cinematics
Carrier pigeons deliver your mail to you
No subscription fee

 

Wow , amazing that nothing on that list is Inovative... gj

  Zalmon

Apprentice Member

Joined: 12/02/11
Posts: 323

12/25/12 10:59:26 AM#56
Originally posted by Wickedjelly
Originally posted by Zalmon

So far whatever i have read on these forums and what GW2 fans have posted i have come to the conclusion that only polls which are rigged are where GW2 does't win. But when GW2 wins polls are fair and win is well deserved.

I was really looking forward to the reply this post was going to get because i read somethign similar how polls were rigged because Pirate 101 won game of the year player choice award. I see that things are balanced out.

Where? I haven't seen this. Can't say I've seen anyone seriously say they think it has been rigged if GW2 doesn't win. Plenty have said the opposite.

Personally, I can see why it would win mmo of the year. Far as ones as for game of the year? Not by a long shot far as I'm concerned. Although I don't think sites that gave it to GW2 did it because Anet paid for it.

For starters...

 

Originally posted by Eir_S
Originally posted by atuerstar

Did any other gaming site even nominate Pirates101 for anything?

 

No, but this poll was rigged.  Anyone who's been on the internet longer than a year and knows about sock accounts and how they rarely post differently from one another knows what happened here. 

 

  KingJiggly

Novice Member

Joined: 8/03/11
Posts: 807

Definition for innovation is below. Your welcome.

12/25/12 11:01:54 AM#57
Originally posted by Scorchien
Originally posted by NBlitz
Originally posted by RedJorge

Please indulge me.

After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

Do you see any other innovation of GW2 that is eluding me?

(just look at the Award thread) Innovation for Most Rabid Fanbase of any game to date? 

That is until they grow bored of the game and drop completely off the map and we don't hear from them until they sheepishly start posting how they're not playing anymore "but but but it's a great game!"

 

As for the innovations? A short Google search yields a link to this very forum and a topic made here by someone who is now Deleted. Someone called him Cal *shrug* I don't know who that was.

 

http://www.mmorpg.com/gamelist.cfm/game/473/view/forums/thread/333764/List-of-GW2-Innovations.html

Combat:

Casting while moving
No auto attack (you can set any skill on your bar to autocast, and one of them will be spammable)
Attacks don't need a target, they'll hit whatever gets in their way
Dodging attacks and projectiles
Shield stance blocks projectiles from hitting you and people behind you
Limited skillbar
No holy trinity, players aren't locked into one role to the exclusion of all others
Skills fit into broad categories of damage, control, or support
Weapon(s) determine half your skill bar and give different skills than other weapons
Players can potentially switch roles in combat (if weapon/skill choices plan for it)
No ally targeted abilities
Everyone has a self-heal ability which is the most powerful heal
Downed state before dying, killing an enemy rallies you
Downed state gives you a new, limited skillbar to fight back with
Any player can rez anyone mid combat anytime, including NPCs.
Very minimal death penalty.
Picking up an environmental weapon changes your skillbar
Thieves can steal environmental weapons from enemies
You get full xp and loot for helping kill a mob whether grouped or ungrouped
Hundreds of cross profession combos to enhance the effect of your skills, even ungrouped
Mob aggro based on proximity and other factors
NPC enemies can dodge your attacks
NPC attacks may be deadlier due to ability of players to dodge and revive
No mana/energy for any class (subject to change)
Only four attributes.  Power affects melee, range and spell damage
All professions viable at both melee and range

Underwater:

Desire to have underwater be huge part of the world
You have underwater only weapons
Skills change to underwater versions
Skills use the Z-axis
No breath meter
Drowned state, it's like downed state, but you can also get to the surface to rally
Underwater friendly races and towns
Rangers have underwater pets

Dynamic Events:

Completely replace quests in the open world
Run whether players are there or not
They actually happen instead of just being told about them
Failable and not necessarily repeatable on failure
Allow for victory and failure conditions not easily accomplished with quests
Run in cycles so they're repeatable
Encourage community by letting everyone participate at the same time
Instantly scale up or down with number of players participating
Reward everyone involved based on their amount of participation
Chain together to keep people working together longer
Affect the world in terms of what merchants sell and which waypoints are available
Don't always run so you'll see different things when revisiting a zone
Constantly adding new events to enhance replayability
Boss fights which scale with number of players up to 100

Open World:

Entirely PVE
No factions
Designed to be as griefless as possible
No race/class restrictions
Phased gathering nodes that allow everyone to have a shot at them.
Everyone can gather everything so no waiting on others/making people wait
No set path through zones
Automentoring keeps entire world's content rewarding and challenging
Manual sidekicking to a higher level friend
City to city ports so you can play with friends immediately.
Teleportation to any waypoint you've unlocked
Hidden events to reward explorers
Day/night cycle which can affect your weapons' procs as well as trigger DEs at certain times
Dynamic weather can trigger DEs (when snow falls) or be changed by DEs (NPC causes snow)
Tasks to fill hearts in the open world, for completionists and NPC goodwill
Boss fights at the end of all the tutorials put you right into the action

Personal Story:

Everyone has one big storyline from creation to level cap
Choices made at character creation affect it
Choices in game have consequences and can branch it
Each player has a Home Instance section of town
Character personality gives different dialog options and affects how NPCs react to you

PVP:

3 Faction World PVP against two other servers in large 4-zone maps
No fixed limit to number of participants (though eventually technology would limit it)
W/L record is kept
After 2 weeks, your server is matched up against new, equal strength servers
Winning server gets PVE buff of some kind
Castles and keeps to hold, dynamic events to fight over, trade routes
Destructable environments
Players can level up entirely in World PVP
Enemy players drop loot as if they were PVE enemies
Hot joinable Structured PVP
Structured PVP with custom rulesets
Players in structured PVP are max level with all skills and gear so it's a level playing field
PVP balanced separately from PVE

Dungeons:

Dungeons have a story mode separate from your personal story
Completing story mode unlocks 3 explorable mode paths
These show the consequences of the story mode
There are random/hidden events in dungeons
No raiding
Get a token for armor/weapon everytime you complete a dungeon, no hoping for random drop

Miscellaneous:

Flat leveling curve
Players can be in multiple guilds
No endgame vertical gear progression in power
30+ Minigames in cities
400 dye colors, each piece of armor has three color sections
Gear that can take up more than one armor slot
Grindless crafting with discoverable recipes
Use an iPad to see what your friends are doing in game and send them messages
Auction house available from outside the game
Translatable fictional languages
Unconventional NPC races with deep lore
Add your own music to ingame playlists, your battle music will start when you enter combat
Playlists revert to in game music during cinematics
Carrier pigeons deliver your mail to you
No subscription fee

 

Wow , amazing that nothing on that list is Inovative... gj

All of it in one game is.

http://www.merriam-webster.com/dictionary/innovation

  User Deleted
12/25/12 11:04:00 AM#58
Originally posted by Scorchien
Originally posted by NBlitz
<>

Wow , amazing that nothing on that list is Inovative... gj

Yikes. I should've reworded what I posted back then :p The question was asked and I simply posted what was posted a while ago. Nowhere did I say I agree with that. But reading what I copy pasted I can see how one might think that.

  Wickedjelly

Novice Member

Joined: 4/19/09
Posts: 5064

The Dude abides

12/25/12 11:08:49 AM#59
Originally posted by Zalmon 
Originally posted by Eir_S
Originally posted by atuerstar

Did any other gaming site even nominate Pirates101 for anything?

 

No, but this poll was rigged.  Anyone who's been on the internet longer than a year and knows about sock accounts and how they rarely post differently from one another knows what happened here. 

 

Touche

Well...can't speak for them. Silly to make such an observation considering the game won an award itself in a different category. To be fair though I would say that is more a minority opinion than anything.

1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  Wickedjelly

Novice Member

Joined: 4/19/09
Posts: 5064

The Dude abides

12/25/12 11:09:53 AM#60
Originally posted by NBlitz

Yikes. I should've reworded what I posted back then :p The question was asked and I simply posted what was posted a while ago. Nowhere did I say I agree with that. But reading what I copy pasted I can see how one might think that.

Yeah, must say I thought you were in agreement as well with the way you presented it.

1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

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