| 125 posts found | |
|---|---|
|
Tesinato
Apprentice Member
Joined: 7/13/04
A lost gamer looking for the MMO of his dreams. |
1/31/12 6:39:20 AM#121
This is exactly what my point is. Now if you want to call that endless mob grinding so be it, but it had far more thought, risk, and freedom, then anything that has been released today. I suppose though it doesn't really matter though, as there are those of us who see it this way, and think that this is the way it should be done, and then their are those who love being shuttled and hand-holded. I personally still feel SWTOR limits these freedoms, and basically forces you down a path that you really can't escape or leave. |
|
2/01/12 1:06:25 AM#122
Originally posted by OberanMiM Um, but you have to be careful not to pull strays and watch for roamers/adds in modern dungeon/raids too. So that leaves mazelike dungeons and attrition-based gameplay as the two factors you've brought up. Mazelike dungeons in AO, DAOC, and AC1 didn't vary gameplay in my experience. You still fought the same bland strategy-less mobs around each bend, but now you did it in a maze. Meanwhile in the linear dungeons of WOW the fights themselves are varied due to boss abilities (and in some cases trash abilities.) So actual variety, not just non-variety masquerading inside a maze. Attrition-based gameplay is actually part of why that's true. In attrition-based gameplay, each fight wears down your resources little by little. This means each fight tends to be flat and shallow (because they're not tightly-balanced to put you near-death each fight, only to safely widdle you down.) |
|
|
2/01/12 1:53:05 AM#123
Originally posted by Zorgo It is really simple... There has to be enough content to consume at the current XP rate where you don't run out when leveling and there are paths you did not take which you can take with an alt. I mean its basic stuff. Even as the OP said WoW at release was faster than eq/eq2 at release but not that much faster.. Compared to today ? Its rediculous what these companies are doing.. Something keeps telling me that designs went this way to appease some stastistic where more poeple quit in the first X levels or something... so idea being get them past those levels and they will stay longer... I don't of course know this for fact.. it is only a hunch and i hear developers talk about "quitting before level X" quite often. That said, I have never seen an industry where nore companies tend to make really poor and obvious design decisions in games and truly do hurt their numbers over time... |
|
|
2/01/12 2:19:26 AM#124
Here's why SWTOR is getting the whip OP: It was Bioware, with EA's money, and it created such a crazy hype machine through target marketing and gameplay snipips, using word like "The most epic feeling MMO to date" and "The game will change how people view MMO's". They destroyed themselves. You hype the game up that much through marketing and key words, you better be prepared to suffer the consequences of your actions. They are only reaping what they sowed man. As for blaming Trion, a startup company who invested all their cash ($50 mill I believe) into their game and advertised their RIFTing events and mutliple soul classes (which they delivered very well on both), gets praised. Yes they recieved critisism, but they constatnly communicate with the forum community and push out fixes and updates unlike any other MMO company to date. They didn't have he IP, they didn't have the previous gamer types (Diablo 2 for Blizz, KoToR for Bio), and they had no reputation. This is what separates the two companies, and why blame is placed on one more than the other even though they follow similiar design decisions. |
|
|
2/01/12 2:24:58 AM#125
Originally posted by aionix +1 Well said |
|