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8/03/12 4:23:49 PM#421
Seems alive to me.
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8/03/12 4:29:44 PM#422
Originally posted by clbembry
The way it should run like it has previously... Find game, play for years.
Time to fix this genre. |
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8/03/12 4:45:52 PM#423
Originally posted by Rayshe
people keep saying that MMOs are in their infancy. but by those terms, 3d/3rd person games are still toddlers, and video games as a whole are just hitting puberty.
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8/03/12 4:45:52 PM#424
Originally posted by Foomerang I would not say i didn't understand it .. but what i want are: - interesting combat mechanics with multiple classes - co-op small group gameplay These two are basically non-existance before MMOs. Diablo (the first one) has some of it. If more games are like D3 (and yes, i know about TL2 & POE .. which i will at least try out), i would NOT be playing MMOs. However, at the same time, if there are MMOs that offer the kind of gameplay i like, even if they are not the traditional kind of MMOs, i don't see why i should not play/pay.
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8/03/12 4:46:03 PM#425
Originally posted by Xoshua
Those games also suffer the problem when new games are released, their population drop suddenly. Or it coule be because of bad patch. |
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8/03/12 4:54:32 PM#426
Originally posted by Xoshua
Quality >>> duration. I would much rather have a very fun 2 weeks, than a so-so year. I don't have this obsession of playing a game for years and years. Surely i did that for WOW .. just because it is fun. When it gets a bit boring, i will stop and quit. (which i did, until they put in LFR) |
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8/03/12 4:55:35 PM#427
Originally posted by nariusseldon
what i would like to see is more games like Skyrim, but with co-op servers. no more than a small group of people and many adventures tailored for that kind of combat dynamic. I would also like to see less 'tab-targeting'.
yes. i prefer small groups, and with how mmo's work these days, i dont see a point in paying a sub just so i can play with thousands of people that i will never talk to, because they are more like lobby games anyway. the problem is the lack of games that offer this. so people like me are stuck trying new mmo's, playing through the content and ending at 'endgame'.
only playing one game is not for me. even in my hardcore WoW days i didnt only play one game. i play what seems fun at the time. |
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8/03/12 4:58:01 PM#428
Originally posted by nariusseldon
lfr is okay, but nothing beats the transmog. best feature they added in years. if only they would give me some decent housing, i'd resub for more than one month a year lol |
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8/03/12 5:00:53 PM#429
Originally posted by Zairu I don't like Skyrim combat. But in principle, i would also like to see more co-op RPGs. I agree .. that is why after my annual pass, i will stop playing sub-based MMOs. I have already played quite a few F2P ones. All are good for jumping in fast and have a mission or two of fun. Yeah ... i played MMOs, action RPGs, FPS ... i managed to finish Spec Ops (very underrated game) in the midst of Inferno Diablo 3. |
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8/03/12 5:02:37 PM#430
Originally posted by Zairu Transmorg wasn't bad .. in fact, it makes running old raids/dungeons fun again. There are regular transmorg runs on my server. It is also fun trying to 2 or 3 man L70 raids to get transmorg gear. However, WOW is getting *really* old. I highly doubt i will be playing much longer after i "finish" MOP. |
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8/03/12 5:56:01 PM#431
Originally posted by bunnyhopper Er, really? Because if your friend sees you running for 5 minutes and doing nothing else with the game he actually is going to laugh, call the game crap, and suggest you come watch TV with him instead. Plainly stated, the problem is that Travel is shallow. The depth of the systems travel enables doesn't matter. Not to players nor to your friend watching. Because the system you're currently engaged with, travel, is shallow. The solution is simple: make both systems deep. Instead of hitting autorun and waiting (a system with zero depth), have travel be more like Puzzle Pirates where it's a game unto itself, and challenging to keep your ship moving at maximum speed. It's a really simple solution, and your resistance to it is precisely why you're against deep games. |
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8/03/12 6:22:49 PM#432
Originally posted by Xoshua Some people quit and look for a new game. Some people don't. The difference between now and back then, is back then you didn't have options. Back then when you quit, you quit the entire genre. |
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8/03/12 7:14:58 PM#433
Originally posted by Axehilt What you are "currently engaged in" is moving through a game world. You know the walking bit, the actual mechanics of walking about. Yeah that's not meant to be some herculean task. Make the game world interesting and dynamic and there you go, no more numlock and go for a cig unless you want to come back to a corpse. The act of travel is simple, that actual act of moving through the game world not so.
Perhaps your friend would act like that if he has missed his dose of ritalin.
Getting from point A to point B. You want to mash buttons to increase speed and ignore the game world. I want to see people moving through a dynamic game world in which they will come across unexpected encounters, meet new players, friends and enemies, come across challenging terrain. See new settlements and perhaps never reach point B in the end because they find something more interesting to do along the way. For those bits where instant travel will have zero impact on the interlinked gameplay features, have that as well. But sure, your case is "deeper" and i'm totally against depth me... The "challenge" and "depth" comes from the interaction with the game world and the agents within it whilst travelling. Trying to make moving forwards and backwards a frigging endpoint game? Wut?
Travel in a virtual world game is meant to be a simple mechanic that lets you interact with the game world, it is not meant to be an endpoint gameplay mechanic, it is an enabling, conduit, depth generation mechanic. Which makes it all the more funny when you keep stating "depth of the systems doesn't matter". Oh and do note there is a rather large difference between a simple and a shallow mechanic.
But seriously, for virtual world mmorpg games you are advocating button mashing minigames over movement through a dynamic game world and the mechanics that can drive. Nice. |
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8/03/12 7:38:07 PM#434
Originally posted by bunnyhopper "Games are meant to be fun" takes precedence over any weakly supported idea that "travel isn't meant to be a minigame." If there's depth to travel, the game will be better. Clearly. Obviously. It's just a matter of developing travel in such a manner where that depth is there and feels natural. It's obvious how that would work in a game like EVE where you try to squeeze every ounce of effectiveness out of your ship's engine, because it can piggyback onto the same sort of gameplay of the rest of EVE (using a travel hotbar.) With a fantasy game, expert horseback riding could be challenging in mostly a similar way -- although with that and foot travel the depth would probably also involve terrain being complicated, where you have to worry about foot placement (avoiding slower portions of the terrain.) None of which makes you "ignore the game world" (in fact the latter makes you pay closer attention to it!), although as several have noted earlier in the thread: after the first exploration trip you're ignoring the game world anyway because you've seen it before. As for someone observing you doing nothing at your computer for 5 minutes while you claim to be "playing" a game, any normal, sane person is going to think you're a little crazy for playing a game like that. Because you won't really be "playing" anything -- you're sitting idle for 5 minutes! Your "splitting sides" comment is ridiculous. It's simple. There are two systems. 0, 1, or 2 systems can be deep. You're against 2 systems being deep. So you're against games being deeper. |
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8/03/12 7:44:58 PM#435
I dont get it, the same games that made MMOs awesome are still going today. We are now seeing game companies getting it right. Making niche games for fans that like a flavor of game play that fits them. I have been MMOing for 14 years and love the fact that MMO have evolved into more then just a sand box game. Dont get me wrong. I will always look back at my EQ1 days with a love no game could match but the grass is always greener on the other side. Things always look better in the good old days. Till you go there.
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8/03/12 8:13:28 PM#436
Originally posted by kantseeme TERA. Give it another 3-4 months and it'll be F2P. Once the novelty of the combat wears off the players realize they're doing the same old "kill 10 boars" quests. "How should I know if it works? That's what beta testers are for. I only coded it." |
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8/04/12 2:46:46 AM#437
Originally posted by bunnyhopper "see people moving through a dynamic game world" .... really ? you want to see other play games? Count me out. I want to play myself. "meet new players, friends and enemies" ... travel is a very inefficient way to do so. Much prefer LFD (for friend), Battleground (for enemies), and chat channels. "come across challenging terrain" ... no don't want terrain mini-game. Challenging terrain is not fun for me. Remind me that in Superman Return, Superman's ultimate foe is a piece of rock. Not fun & not heroic. Give me a dragon, a prime evil, or just a horde of mobs to mow down instead. "perhaps never reach point B" ... if another 4 people are waiting for me at the dungeon, it would be a very bad thing ....
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8/04/12 2:49:39 AM#438
Originally posted by dave6660 Nothing wrong with "kill 10 boars" if the combat is fun. In fact, MOST RPG quests are kill quests. Lots of SKYRIM quests are go to the cave, and kill the bandits type (except the main story). It sold millions. D3 is nothing but kill, kill and kill (more like kill 100000 boars than 10 .. but it is just killing) and it sold 10M, the fastest selling PC game ever. WOW is mostly killing stuff. ALL the dungeon/raid runs .. are nothing but killing bosses. Heck, even FPS is about shooting people/aliens/robots . .... which has not changed since DOOM in 1995. Combat has yet to wear off, since the dawn of video games. |
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8/04/12 5:47:19 AM#439
Originally posted by Axehilt I am far from against adding movement functions, most games already have them, jumping, sidestepping and sprinting as well as class/skill specific movement functions most of which drain a stamina pool or the like. What I am against is adding them for the sake of it because someone can't go two seconds without mashing keys, or when they have a detrimental impact upon the game world and interlinked mechanics. Or the notion that adding in a few extra keys is more important than working on the dynamics of the game world itself and suddenly adds "depth".
If you are simply seeking to add more then it entirely depends on whether or not the added functions actually serve to increase depth without distracting the from dynamics of the game world and without impacting upon interlinked mechanics. Just setting off from A to get to B and jabbing away at a little minigame in between is shite, as is ending up in some random roll instance, compared to the option of making the space between A and B interesting. As is having to tap key combos (outisde of basic movement) just to get from a tavern in a town to the blacksmiths. Eitherway these are really pure movement specific mechanics, they deal with specfic situations, they don't alleviate the tradional issues associated with longer term travel, those are clearly, obviously, best resovled by improvements to the game world.
Expert horseback riding (within a virtual world game context) and the like naturally come from the way you move through challenging terrain and/or avoid/chase down game world protagonists. Leaping from rock to rock, running down a very narrow track, darting through trees in a wood and picking a path out that is faster than those bandits chasing you. You "worry about your foot placement" by making the game world dangerous. You allow for the user to fall off the terrain, add in encounters that can force him off mountains and into lakes. Give ice a sliding effect, slow down players in mud and water. Or you make it so that if he steps on the wrong bit of ground, he makes more sound and alerts the nearby enemy. The way the player has to approach and change his methods of travel, or movement "skills" dependant upon the terrain.That is what makes for natural depth, complexity and challenge. You don't need an additional arbitrary minigame layer, you just need to allow the user the minimum number of functions to allow him to directly interact with said environment. You are not "doing nothing" or "sitting idle" for five minutes, you are engaging with and interacting with the game world and it's protagonists should the game world be done well enough. If you want to numlock around or stick to roadways you can, but you will take longer and/or more than likely end up dead. Regardless, most people don't feel the need to be constantly pressing loads of buttons in order to appease the sensibilities of some imaginary fellow sitting behind watching them. |
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8/04/12 6:10:11 AM#440
It is not the gernre that is dead , it is the people . That you say he , he or she got something special , infact you run into more drama people and psycho´s . So basically the market gives what the audience demands . Guess what MMO nowadays reflects ? |
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