|42 posts found|
I believe in life before death... So dont forget to enjoy it while you still can.
OP 8/10/13 4:15:00 PM#41
Originally posted by Megilindir
i gotno clue what you are trying to explain here..
but the game has no quest hubs, so that means its not linear in your opinion,and then you tell me its linear because it has levels andis a themepark without defining your vision of a themepark?
and thenyou tell us you want allgames to be sandparks, which clearly shows you will never recognise a good game that offers true content.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations)
"Imagination is more important than knowledge." Albert Einstein
8/16/13 4:19:31 AM#42
Whilst with some time on my hands one week I came up with a way of having non-linear play with a linear character development system.
Have each zone with sub-areas - where the safest and most settled/civilised contain low level challenges - with settlements, access roads and farmland or local woods etc etc containing this level of challenge. Then have areas around those as 'mid level challenges' - wilder woods, wasteland, outlaw hills - etc etc. Then beyond those - high level challenges - ravines, badlands, swamps, magically scarred land et al. Inside these as discrete features - ruins, ravines, dungeons etc. you can place open or closed gated challenges at any level - including the highest epic ones.
Each zone will be more or less settled - meaning more or less sub-areas of low level and a faster ransition to higher - but the zones aren't off limits to anyone at any level. here is just more or less of a 'don't wander off the road stranger...' element to each.
The subzones are effectively invisible data layers - you don't need to instance them - just have an indicator for the character - maybe a faster heartbeat or a fearful look as they cross the invisible line. A subtle warning that you are getting out of your depth - but still your choice.
Hell, the terrain might not change at all - but the fact you don't yet know you are approaching a hidden troll's lair (except you haven't seen a farmer in a while, there is slightly different wildlife and your virtual heart is pounding) is the point.
Advance the idea a little more and you can have these threat level data layers change over time in a sandbox fashion.
For instance - a guild builds a fortress - the area around it is patrolled by NPC guards and threat level drops off. A raid beat a boss in a ravine - until respawn the ravine is now only mid level threat, not epic. A nest of giant insects erupts out of the ground near peaceful low threat farmland - the area becomes high level threat until the queen insect is defeated.
The whole debate that levelled MUST equal linear and non-sandbox is wrong in my opinion - it just takes imagination and some alternate thinking to build and MMO which sideteps this problem and evolves the genre.