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Dewm
Spotlight Poster
Joined: 5/29/09
Players come for the game, but they stay for the people- Most Devs have forgotten this. |
6/27/12 7:04:15 PM#121
Originally posted by nariusseldon
I know that I fell in love with mmorpg's because of the masivly multiplayer part, combined with the role playing game. I love fantasy WORLDS I love exploring new area's I love all of the little things that make a game great, combine that with some awesome people, and you have a game I will not put down. But now Devs are more focused on making a MSPG (Massivly Single Player Game) |
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6/27/12 9:25:07 PM#122
Well I consider choices and decision making in non combat situations fun. This includes social structure limitations, appearance, energy/stamina management, alternate advancement systems and of cource inventory management.
I like these types of things. However, the average modern day gamer sees everything that gets in the way of combat as a nusiance and wants it to go away.
Heck, we even got rid of meaningful out of combat choices that affect your characters COMBAT permanenetly (Stats, or skill point allocation, talents). The trend is to dumb these things down too....and then we will have action games.
I want more non combat choices to make in my MMOs. Inventory management is a subset of this. |
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6/27/12 10:30:17 PM#123
Originally posted by Dewm I see so boring tedium is good for game design. Maybe a huge problem with game design has been and continues to be not making a distinction between time sinks that are engaging and fun, that provide puzzles to solve and systems to interact with and shallow boring tedium. If everything is the same hassle, you know EVERYTHING!!!!!!!1111eleventyone!!!!!, then why add or change anything? What does it matter if there is no encumbrance because another time sink has taken its place. All elements are the same right? We should be good just making a bunch of EQ clones over and over again right. so why are you complaining about the status quo? why are *you* playing an MMO? |
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6/28/12 10:51:16 AM#124
Puzzles, quests, dungeons, raids all take huge amounts of time for a developer to design, implement, test (hopefully) and launch.
Changing existing systems to have players have to think and plan ahead takes far few resources above what implementing a basic system requires.
I would love to have engrossing deep lore quests and puzzles from level 1 to max, never having to kill 10 mobs or collect 10 hides but that isn't going to happen. I don't see the difference between killing 5 mobs for 1000 exp that take 5-10 minutes to kill and killing 100 mobs in 10 minutes for the same gain. I'd prefer the more intense 5 mobs with recuperation inbetween each one but to each his own. I'd also prefer if it took a hardcore player a whole week to get to 50% max level and a whole month to get max but those days are over too it seems. Race to max and earn your price, the gear grind...i'll pass on those mmos. |
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Dewm
Spotlight Poster
Joined: 5/29/09
Players come for the game, but they stay for the people- Most Devs have forgotten this. |
6/28/12 11:58:51 AM#125
Originally posted by Torvaldr
Soooo you didn't get the sarcasm at all...and didn't understand the point I was making, so I will say this in just plain english.
if something is fun for you. it doesn't mean its fun for someone else. You said "I see so boring tedium is good for game design" WHO THE FRUITECAKE SAID IT WAS BORING?!!!! See you look at one game eliment and your like "I don't enjoy it, its boring...everyone must think its boring"
Honestly in 99% of the new MMO's that have come out in the last 6 years.. I find the combat boring...its all the same. So if I think the combat is boring everyone must think its boring, and we should do away with combat.
Do you understand now? or should I type slower :) |
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6/28/12 12:02:14 PM#126
Originally posted by Dewm
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