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Originally posted by ignore_me I don't see why "deep" MMO is better than a "deep" SP game. It is just a matter of preference. And what is wrong with devs chasing the market? It is called "making your customers happy". |
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1/18/13 2:02:58 PM#22
Originally posted by nariusseldon
... or fix it. But obviously the games aren't MMORPGs anymore or they wouldn't have empty overlands in the first place. So in an odd way I agree with you. Trash the massively multiplayer aspects completely, and rename the games for what they have become.
Large scale single player games with multi-user lobbies and embedded cooperative or competitive mini-games.
MMORPGs are becoming Guild Wars 1.
But I like MMORPGs. I just hope that someday a dev will come along and make a new one.
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Yamota
Elite Member
Joined: 10/05/03
There's a beast within every man that stirs when you put a sword in his hand |
1/18/13 2:05:27 PM#23
Hate to break it to you but the virtual world has been taken out of most MMO's for years...
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1/18/13 2:09:46 PM#24
Originally posted by Grixxitt I bet they sponsor him based on posts per day on the subject. "i don't waste my time building relationship in games" - nariusseldon |
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1/18/13 2:10:13 PM#25
Instances, lobbies, teleports etc. That's everything I hate in games that take away the social aspect and kills the community.
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1/18/13 2:11:50 PM#26
Originally posted by nariusseldon Development: I'm talking about devs following the path of least resistance and also cloning other games in design meetings. Making choices based on customers is not the same as attempting to put something out that is crap, hype it as good, and then not fix it when it is objectively crap. Deep MMOs are an experience in themselves, and when the experience is dumbed down, you lose the value of that experience for those who want it. The games become a crude simulacrum of the complexity and depth of older games. I like some of the quality of life features in contemporary games, but there is such a thing as too much. People who like the basic MMO play can usually get that even in deeper MMOs, but people who like having to manage a lot of information and have options of play are stifled by stripped-down games. When you like Risk and are forced to play Checkers because "everyone likes checkers" or "Risk is too difficult to balance" etc. It has a tendency to make one unsatisfied. Luckily there are signs that the cycle is reversing and deeper games are on the horizon. You want to throw away your money developing something stupid, go ahead. |
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Originally posted by Mortemia But you have chat rooms & friend list. I made more friends, and play with more people in a non-MMO like D3, than a MMO like STO. So why is the virtual even relevant to maknig friends, and community? Community are nothing but players you can be friends with, and play togther. It makes zero difference (to me) whether i met them in a 3D city, or a instanced dungeon. People are people. |
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1/18/13 2:15:48 PM#28
Originally posted by nariusseldon Well, perhaps I misunderstood the thrust of your thread but I was taking it to meaning "what if the virtual world vanished, what if things proceeded from wow to DDO and GW1 and stayed that way. Maybe even just a screen in front of you with information, like Diablo 2 (my addition to the logical conclusion). So what if there is no virtual world? Just a city lobby. Will they even notice the difference? Which is why the above struck me as an important piece and hence why I made my post.
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Originally posted by Sovrath Sure. There are obvious way of using virtual world for gameplay. For example, PS2 is purely virtual world gameplay. There is no instanced. But my point is that there are also many, and more and more, MMOs that does not need the virtual world. DDO & GW1 are good examples. Note that GW1 is very successful. DDO is also successful to the point of having major expansion after turning F2P. And of course games like Diablo, Torchlight ... are very popular. The question is for the kind of MMOs that are "light" on virtual world gameplay anyway, shouldn't it be just taken away? |
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1/18/13 2:26:47 PM#30
I noticed. Which explains why no game company has seen a dime of my money in about a year now.
"How should I know if it works? That's what beta testers are for. I only coded it." |
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1/18/13 2:27:20 PM#31
Originally posted by nariusseldon Addressing the last question....yes they should. They can forget about the world and focus more on the gameplay giving us a better single player / multiplayer RPG instead of wanting the MMO tag and giving us a watered down experience since they need to develop the world and fitting more people in. Would be the best of both worlds. Instead of constantly blurring the lines between the two genres, focus on your target crowd and it'll end up being a better game in the end. Played: EQ1 (10 Years), Guild Wars, Rift, TERA Nytlok Sylas |
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1/18/13 2:27:26 PM#32
Originally posted by nariusseldon Why, there are plenty of CORPGs to cover that section of the market. "i don't waste my time building relationship in games" - nariusseldon |
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kadepsyson
Hard Core Member
Joined: 5/15/06
The doctors say his chances are 50/50...but there's only a 10% chance of that. |
1/18/13 2:29:58 PM#33
What, people honestly think WoW players would not notice if their game world suddenly became a lobby only? I mean, how is that even a reasonable thought to have and ask about? El Psy Congroo |
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1/18/13 2:30:50 PM#34
Originally posted by Sovrath Nice post. The "Virtual World" is the great divider between old school MMORPGs and alot of the modern ones. I'd further add that the "Virtual World" tried to let you do more activities outside combat. Regarding your experience with GW1, I felt the same way also. Prior to GW1, I had been exposed to UO and SWG (esp. the latter), and the sharp contrasts in how players were handled and placed in the world was a huge shock. I also thought that GW1 was a fine game but the severe instance heavy nature was by far my biggest gripe with it. It's interesting to see Arenanet trying to mesh people together a bit more with GW2. That looks like a very welcome change compared to the isolation when outside the towns in GW1. If I didn't want to see other players and not deal with them, I could put on a fine SPRPG like Skyrim or Dark Souls on. "I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918) |
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1/18/13 2:34:15 PM#35
Originally posted by nariusseldon hmmm, well, my thought is that the "world" is used as a set. For instance, take bioware games (not SWToR). Mos of their game worlds are just theater sets where the action takes place. for instance, in Dragon Age, I was in the Dwarf Kingdone and marveling at the architecture across the fissue and knowing full well that it was all a bunch of theater flats. However, take that away and the focus comes off of the "world as a set but still the posing of a world" and more on the immediate action. DDO could possibly do it but Guild Wars 1 was supposed to give the player a world, just one where they only shared it with people they wanted to travel with. Take the "theater set" away and it becomes less about the player "being" in a place and more about what they are about to do. So it depends on whether the developers want the player to have a sense of place or is it just about the maps? I wonder how Neverwinter will do it? |
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1/18/13 3:25:00 PM#36
My God...does this guy ever stop with the attempts to completely render the MMORPG genre extinct? You know why there isn't a need for "virtual worlds" in today's MMO genre? Because of players like you. Everything now. If you don't feel immediate progress within the first 10 minutes, it's a grind and boring. Hence, all the game companies cater to you, because sadly, the larger majority are players with your mindset. For the umpteenth time, there are a plethora of other game genres out there that already provide that experience for you, so why remain in this one and try to make it something it wasn't meant to be? That seperated it FROM those other genres? That's like if you were (Or maybe are) a bigtime FPS fanatic, and a bunch of MMORPG players started flooding the genre asking why do the games need to be so fast paced? Why can't they be slowed down and made more team oriented rather than so erratic and solo based? And because this influx of players grows tremendously, the market starts shifting that direction....even though there is already an MMORPG genre/market they could be playing. How would you feel about that? Does it make sense for these players to try and make it something it isn't if they already have the options available to them in another venue? It's senseless and selfish IMO. And I just can't wrap my head around why you are here based on what you want other than to troll out of boredom or you really just don't understand the difference.
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1/18/13 4:54:34 PM#37
I'm for splitting the genre at this point. Console, SPRPG, CORPG one one side; MMORPG VWS on the other.
You want to throw away your money developing something stupid, go ahead. |
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Originally posted by Goatgod76
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Originally posted by ignore_me No disagreement from me. I don't care about genre labels, only if a specific game is fun. If you call STO a CORPG, it won't make it less fun, or more fun to me. It is the same game. |
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1/18/13 5:07:29 PM#40
Originally posted by nariusseldon Apparently english and reading comprehension are not your strong points. The FPS thing was an EXAMPLE that you failed to comprehend, not a direct comment labeling you. NM, not going to waste my time any further with you...another that doesn't get it, or just doesn't want to get it. |
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