| 135 posts found | |
|---|---|
|
2/22/12 9:52:42 AM#21
This is such a difficult question to answer without playing the game. We will see how it turns out once game is released. |
|
|
2/22/12 9:53:54 AM#22
Originally posted by InFaVilla Indeed. Not only that, brother, the features that you've panned in other MMOs are now sancrosanct:
I could go on.
|
|
|
2/22/12 9:56:59 AM#23
Originally posted by Dredphyre Welcome to MMORPG.com. ENjoy your stay;) |
|
|
2/22/12 10:00:28 AM#24
Originally posted by Dredphyre Could dissect this and say why these features are good for GW2 and the way GW2 is using them makes sense etc... but I doubt it'd make a difference. Enjoy playing what you like playing. MMO History: |
|
|
2/22/12 10:01:34 AM#25
OP: I sure hope its a new breed, anything but the status quo and I'm on board - because of WoW's success the genre has grown very stale and repetitive. |
|
|
2/22/12 10:01:38 AM#26
Originally posted by BadSpock IMO that can be said for just any MMO that the way they used it is good for them and makes sense. |
|
|
2/22/12 10:02:43 AM#27
Originally posted by Bigdaddyx I would disagree. There are a lot of bad design decisions made that make no sense and are not good for a game. MMO History: |
|
|
2/22/12 10:03:28 AM#28
not new breed, just not WoW clone. |
|
|
2/22/12 10:04:53 AM#29
Ok, I get the excitement of the article writer, but I don't get the sandbox comparison. In what way does GW2 use sandbox specific elements?? Now Arche Age, THAT I can understand that people describe it as a themepark/sandbox hybrid, with sandbox features like building your own houses, towns, keeps and ships and such. But GW2, nope, not really: best description imo would be themepark 2.0 or next-gen themepark. But still very solidly in the themepark or dev content driven branch of things.
|
|
|
2/22/12 10:05:39 AM#30
Originally posted by BadSpock And those bad designs suddenly make sense with GW2? sorry but it is not that simple. |
|
|
2/22/12 10:07:13 AM#31
Originally posted by smh_alot From what I gather - GW2 feels a lot like a Skyrim kind of sandbox.. sure, there are quests and some guidance and a main plot line, but you can also just pick a direction and wander out and find all kinds of fun stuff to do, that is actually worth while. Exploration + content.
MMO History: |
|
|
2/22/12 10:07:56 AM#32
Originally posted by BadSpock
Is this supposed to be a sarcastic post? Or are you seriously comparing GW2 to being UO? These two games have nothing in common, UO being a pure sandbox and GW2 being a pure themepark, like comparing a youghurt to wheatbread. Currently playing: FTB Ultimate Waiting for: Wildstar, ArcheAge, Class4. Dead and Buried: GW2, SWTOR, Darkfall, AO, AC2, Vanguard, CoH/V, EnB, EVE, Neocron, FE, EQ, EQ2, DAoC, FFXI, SWG, WoW, and billions of eastern junks! |
|
|
2/22/12 10:09:04 AM#33
Originally posted by Bigdaddyx All systems in a MMORPG are related. You can't just pluck feature X from game Y and put it into game Z. All systems and features must work well in concert with each other to be "designed well." MMO History: |
|
|
2/22/12 10:12:01 AM#34
Originally posted by Fusion Nope, very serious. I don't define sandbox as "being able to build stuff and having FFA PvP." I define sandbox as minimal grind, emergant game play, limit on restrictions. Just like Skyrim is a sandbox RPG in comparison to something like Mass Effect. Skyrim still has quests and a main story and levels/skills... obviously single player and no PvP... but it's no less a sandbox. MMO History: |
|
|
2/22/12 10:13:16 AM#35
Originally posted by BadSpock Your description describes most mmorpg's I've played the only difference would be in ones perception of "fun". One might not think it fun to ignore the "tunnels" in games like WOW,TOR,STO,LOTRO and the like but it's possible to do and to be honest I've often thought of alot of the supposed sandboxes that way, no they don't give you things like quests and the like as a reason to go out and explore and I've never found that to make the game fun at all. |
|
|
2/22/12 10:16:55 AM#36
Originally posted by BadSpock True, but it has sandbox elements, as the article pointed out. Even a little makes it hands above the latest games we've seen of late. |
|
|
2/22/12 10:17:49 AM#37
More a case a new breed of quality MMORPG + value for money MMORPG.
1. Combat : This is where players in themepark mmos spend their time/focus on - has to be v good. Actiony/versatile
/dynamic/visual/teambased. GW2 should stand out here with lots of activity on the screen from players, mobs and effects and balance and combinations et al.
2. Flat Level Curve + B2P: Removing the grind-level-up + b2p: Lowering the entitlement threshold of players is v v important! As well as making them feel like FANS of a good game (we want more!) instead of CUSTOMERS of a grindy "gym" subscription.
3. Innovating PvE Quests: 1. Chains of stages to these that scale and allow 2. social multiplayer and are 3. changeable/feel different. Linked with lore/story/more like GTA sandbox than a mmo themepark... BUT still unsure how successful these will be?
4. Separating PvP from PvE and having instant access at any time and any "level" with any server. 3 Factions ffs!!
5. Big fan of Personal Story addition for more RPG and adding voices, cut-scenes, drama and story-branching illusion of a changing world.
6. Polish: still room to spare for Lore, World-Building, music and more polish than you'd get in 2 mmorpgs let alone 1 b2p.
7. They've communicated development in very clear way with their blogs: Very exact what they are offering/Confident that they are selling something that's trying for more/new/better than other thempark mmorpgs currently available and clear what it is not: FFA-pvp has to go, Raids have to go, Loot effect on PvP has to go.... etc.
I don't think those are revolutionary or actually sandboxy that much, just very good design ideas that cooperate with each other packaged in THE 2nd to none presentation for mmorpgs. |
|
|
2/22/12 10:21:01 AM#38
I mostly agree with you except it's a shame you did not mention GW2's potential for e-sports like instanced pvp, with it's emphasis on equality, skill, action and watching the screen instead of the UI. |
|
|
2/22/12 10:23:58 AM#39
Originally posted by BadSpockOriginally posted by smh_alot ? The definition of what makes an MMO a sandbox sure has changed, if that's what's considered a sandbox nowadays. There have been quite a number of non-sandbox MMO's starting from EQ where this was very much possible, picking a direction and wandering out to do fun stuff. Afaik the difference between sandbox and themepark MMO's, or game driven and virtual world focused design as the debate went on before WoW, was that with sandbox MMO's the emphasis is on providing players the tools and flexible mechanics to make their stamp on the ingame world and create an emerging interactive community. Less focus on dev created content, and more on player/community interaction via tools provided, which if you look at UO, SWG and EVE Online is what was noticeable in player created houses and cities, persistent world territory control and a deep, multi layered and complex economy system. I don't see that in GW2 at all, not like Arche Age has which I consider a true themepark/sandbox hybrid. What I do see is typical themepark style features, but then taken to the next level, which is a good thing too. |
|
|
2/22/12 10:24:13 AM#40
Originally posted by raistlinm You are right, in the sense that you don't really get quests that tell you to go places in GW2 (except for a few of the ones that the Scouts will tell you about) so in reality it is more like all the quests are out in the world and don't require you to run back to town afterwards. So is it sandbox? Really depends on how you define sandbox. It's much more themepark then say EvE, but it's far more sandbox then say TOR. I like to call it a Themebox. Heavier on the themepark side, but with a more sandbox feel to it. MMO History: |
|