| 156 posts found | |
|---|---|
|
5/20/11 3:22:29 PM#41
Originally posted by Ceridith
The truth is MMOs before WOW were either sandbox (which as I said my post is not about and I wholly agree that MMOs should be more sandboxy virtual worlds) or very bluntly put they were so grindy that people din't manage to reach the cap by the time the paradigm changed and WOW arrived. Subscribtions: EVE, SWTOR Female Dwarf player: WOW, VG, WAR, DDO |
|
|
5/20/11 3:30:31 PM#42
Originally posted by stayghost I realize and agree with this, maybe I should have rather said "why do you even play theme-park MMOs". Sanboxes are a different kind of beast altogether and nothing would please me more than high quality sandbox MMO (that doesn't have EVE's combat system). However as far as theme-park MMOs go, I feel the end game concept is valid and the MMO factor is best realized in it for the reasons I already stated in my post. Subscribtions: EVE, SWTOR Female Dwarf player: WOW, VG, WAR, DDO |
|
|
5/20/11 3:32:22 PM#43
Whether or not her examples are valid is irrelevant, her overall point is still very valid and right on target. |
|
|
5/20/11 3:33:39 PM#44
Originally posted by sanicek Ever heard of a game called Dark Age of Camelot? |
|
|
Ceridith
Novice Member
Joined: 11/24/09
The more you hype an upcoming game in your mind, the more it will fail to meet your expectations. |
5/20/11 3:36:12 PM#45
Originally posted by sanicek This doesn't change that there was no endgame. In both examples as well, the power curve of players was much flatter. Meaning, being several levels lower than another player did not necessarily make you useless when compared to a higher level player. Sure you were better if you were higher level, but being lower didn't lock you out of being able to meaningfully assist higher level players, or in the case ofa crafter, from producing items that were still needed by higher level players. WoW's endgame is a cycle of zero sum progression. Every single content patch, the previous top level gear becomes laughably easy to obtain through zerging heroic dugneons. No matter how much effort and time you sink into getting the best gear for your character in WoW today, it's pretty much gueranteed that next major content patch when the next tier of raid is released, most of that same gear will be ridiculously easy to obtain, and a tier after that will be completely useless. I don't know about you, but I'd much rather play an MMO with the old system where it takes years to max out. At least with those systems, being high level actually means something since it's not suddenly made irrelevant next content patch, and you also don't feel useless if you're not max level. |
|
5/20/11 3:37:13 PM#46
Originally posted by Garvon3 You mean the game with end game consisting of RVR PVP? Subscribtions: EVE, SWTOR Female Dwarf player: WOW, VG, WAR, DDO |
|
|
Kyleran
Bitter Vet™
Joined: 9/13/06
Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV |
5/20/11 3:37:33 PM#47
Originally posted by sanicek Negative, DAOC was a theme park styled MMO with and end game no less however it played very differently than the modern MMO's of today. There is no law that says a theme park MMO's end game has to consist of dungeon raiding and gear grinds, that's a notion ground into most gamers heads today because they don't realize there really were and can still be alternatives, and who knows, they actually might enjoy a change. "What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
|
5/20/11 3:38:45 PM#48
Originally posted by elocke Not only is that not remotely close to how PvP works in the majority of real MMOs (it seems you've never played a game with worthwhile PvP if you're talking about maps and objectives) but DAoC wasn't purely a PvP title. It had some of the best raiding to be found in the MMO sphere, and still does. The encounters and raids in DAoC are far beyond anything I've seen in WoW's little 8 main "raids". 200 man dragon raids were something epic to see. DAoC is a great example of a game that is properly designed to balance crafting, PvP, and PvE all in one without diminishing the value of any of them. The PvP was the standout feature of course because at that point no one had managed to do PvP on that scale (and still haven't, except for maybe Darkfall) but there was raiding for those who enjoyed it and the PvP didn't mess with the PvE players. And yes, PvP is the best kind of end game, because it's constant generated by PLAYERS therefore, constantly changing and almost always fresh and interesting. If you think PvP only consists of those weird FPS like CTF rounds in WoW... you need to look up some other MMOs :P |
|
|
5/20/11 3:39:40 PM#49
Originally posted by Kyleran Most people think that themepark means WoW clone. This is not the case, sadly most refuse to believe it. |
|
|
5/20/11 3:40:09 PM#50
Endgame is such a horrible concept. I always hated the term. There should be no endgame. The MMO market is lost to all the cookie cutter games. To be honest I dont think it will recover anytime soon. It is much easier to pump out cookie cutter rapid application development mmo's where the expected shelf life is no more than 6 months and then claim its a success. |
|
|
5/20/11 3:40:53 PM#51
Originally posted by sanicek The point was that it wasn't a sandbox game nor was it so grindy that "no one ever reached the level cap". And no, the end game consisted of crafting, raiding, RvR, or collecting. It was a well made MMO that actually balanced different play styles into of being a one trick pony forcing the devs to desperately raise the level cap and churn out new "content" like most WoW clones. It's hard to believe in this day and age, I know. |
|
|
5/20/11 3:42:54 PM#52
Originally posted by Ceridith The dreaded gear nerf. Also on expansion pack releases. I thought it was exceptionally bad with CATA... into a new zone with a fully epic toon and could barely even handle mobs that should have been fairly easy. Throw them all away and buy AH greens. |
|
|
5/20/11 3:46:01 PM#53
Originally posted by Garvon3 But it had an end-game different from the (intended) leveling process, correct? It may have been different than WOWs raiding or small team PVP, but I never said it's the only way. But the issue is about general end game phase which I believe can be clearly identified in DAoC. Subscribtions: EVE, SWTOR Female Dwarf player: WOW, VG, WAR, DDO |
|
|
Ceridith
Novice Member
Joined: 11/24/09
The more you hype an upcoming game in your mind, the more it will fail to meet your expectations. |
5/20/11 3:49:41 PM#54
Originally posted by ActionMMORPG Exactly. To me it pretty much became a question of "what's the point?" A static unchanging world where anything I do has zero impact, because everything is phased, instanced, or resets 5 minutes after I do it. Any progression spent countless hours obtaining in either level or gear is quickly trivialized and obtainable with a fraction of the effort every time an expansion or content patch hits. This is why endgame is a terrible design concept. When you make it so only the top matters, it becomes self defeating because every time you bump the top up, what used to be the top suddenly becomes irrelevant... so why even bother busting your ass trying to get to the top, when you'll be exactly where you were in a few months time? |
|
Yamota
Elite Member
Joined: 10/05/03
There's a beast within every man that stirs when you put a sword in his hand |
5/20/11 3:53:12 PM#55
Endgame is another MMORPG oxymoron therms that WoW made common. In MMORPGs you are supposed to live in the world and endgame would be the deletion of your character, which is a bad thing. But with WoW endgame became what everyone sought for and leveling was just a path to get there. Hence why we got all these junk, super casual games where they make the leveling process as quick as possible so you can reach the mythical end game. It is sad what this genre has come to... |
|
5/20/11 3:57:00 PM#56
No, Isabelle, you're not alone. We've been kicking and screaming, (and getting warned and banned
I think its a mixture of both. Those guys/gals that played table-top RPGs before circa 1997 understood. That's why you saw what you saw in AC and UO. They tried to build "worlds" and not just games that you could get to the end fast and "win". Those people from back then, I'm afraid, are in the upper eschelons of companies now and don't have as much, if any, creative input. THey have to focus on bottom lines now instead of the bottom of a dungeon.
So now we have people in position (creatively) who grew up getting everything "fast" and "accessible" and who come from an environment where everyone gets a trophy for participating. Most have probably never experienced a true TPK (Total Party Kill) where the only answer was "Sorry, you failed, role another character".
Which is another point. I think many of us older (and certainly a few younger) gamers understood and accepted that heroes could/can die. That's not something engrained in many of the younger gamers IMHO. "Heroes always win, they always save the day and my character is a hero because the game box tells me so". *shrugs* "Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..." |
|
|
vazzaroth
Novice Member
Joined: 5/05/07
"WAAAAAAAAAA |
5/20/11 4:07:22 PM#57
I'm only 21, but I've played a ton of great old school RPGs and Tabletop, and I hope this trend of "Mainstream" RPGs dies a quick death... Edit: And Death "penalties" are laughable in most MMO's. Mostly its just a couple coins that you will make back in 10 mins. Now, I'm against EXP loss for just a random death since that promotes grinding, but death should be something you REALLY want to avoid, not just a minor speed bump. I think the problem lies with MMO's singleminded focus on COMBAT COMBAT COMBAT always. Aside from crafting, which will almost invariably be to promote more combat, most MMO's have nothing else going for them. If your lucky you might get some player housing but... meh. I want real adventure! A sense of discovery, puzzles, lockpicking, traps, unmarked side quests! I want to find items besides "Armor Piece Tier 3" that just make me marginally better at what I already do! I want to find a Decanter of Endeless water that seems useless until you happen upon a firefield you wouldn't normally be able to cross. Anyway, more games need to take cues from Dungeons & Dragons, Online and Table, and other real RPGs. -------------------------------- |
|
5/20/11 4:29:37 PM#58
I totally agree, I have no interest in a game that allows you to hit max level within a month, or even weeks. I'm not saying I'm all about grind either -- but give us something to do along the way. When I started AC the devs said people may never hit the max level. Of course they were wrong -- but it took a long time. So you weren't worried about hitting max level, that meant you just went out and played. XP'd some, grouped some, quested some, raised your jump so you could make it to the roof tops in Eastham or line the whole place with so many torches that the devs changed the item decay time... For me a game starts at level one and when / if I hit max level I usually reroll. I like swimming forward, not treading water. |
|
|
5/20/11 4:30:42 PM#59
Originally posted by BarCrow It's been taken over by the easy-mode casual market. Personally--with the current state of MMORPGs--Minecraft is the only thing that satisfies me. That, and Morrowind and/or Oblivion.
|
|
|
5/20/11 4:35:10 PM#60
It is too easy to just say 'yeah, whatever'. Because PVP does give you the element of suprise. Nothing is scripted. I like both sides (PVP and PVE), but you need both developed in a clever way to create a long lasting game. For some reason, that is quite the hazzle for most developers these days. |
|