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What does depth in an mmo mean to you?
The Pub at MMORPG.COM « General Discussion 3/12/13 6:39:02 AM
Depth is the ability to solve the problems presented to you in various ways, shallowness is obviously the opposite the more ways to manipulate the game the more depth there is. Chess and Go have hundreds of ways to beat your opponent and the game flow is organic as you try to figure out your opponents stragegies and counter them while executing your strategy. No two games are the same if you play a similarily competent player and why they have been popular for hundreds of years, the absolute definition of depth and the template for all designers to try and achieve, the holy grail of easy to learn hard to master. EvE has many of ways to dominate in the game through ISK, territorial control, political subtefuge, espionage, alliances, amassing firepower, resource control etc.... so lots of depth.
Lineage 2 had depth in combat as you have to con all mobs to find out their respective resistences as some classes struggled with certain mobs when the mob had counter resistences to their strengths, I think EQ had this as well but I'm not sure, the class changing systems gave you something to think about and how you want to play in a group and with there being 36+ classes with more than just the Holy Trinity in playstyle you really needed to think about what you were doing, couple this with the regular seiges that took place a well put together army would hold their province more securely and thus benefit everyone in the alliance with buffs and taxes. The political landscape changed regularly like EvE and what made it such a great game.
Its a big subject and all systems can have depth like SWG and Ryzoms crafting systems, so its about looking at individual systems and seeing how much they can be manipulated to the benefit of the player or players.
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The Federation patch sounds great.
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How tolerant are you regarding discussions about real life in voice/in-game chat channels?
The Pub at MMORPG.COM « General Discussion 3/11/13 5:40:53 PM
I totally agree Kyle, I'm in game to play a game not talk about righting the worlds wrongs or slagging off other MMO players (I can do that here
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Originally posted by Nadia
OK the AC list is good but were they all in at launch? the EQ list not so much especially housing 2010. Right modern MMO's Guild Wars 2 Titles Dyes (literally hundreds of colours to collect) Exploration (loads of hidden stuff not on map) Vistas Keg Brawl Town Clothing Mini Pets Achievements (loads of non combat ones) Jumping Puzzles Map Completion Mystic Toil.. sorry Forge Lots of potions that turn you into mobs. RIFT Housing Collections Titles Achievements Fishing Marriage SW:TOR Data Crons Achievements Pets Codex Companion Stories Gift affection system Titles There were rumours of the Ship system being expanding in Fluff terms, decorations and having more ship types.
These games are in their infancy but its not a bad start really is it? EQ took 11 years to add housing.
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Originally posted by Rohn
What fluff was there in EQ, AC, DAOC, FFIX? |
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Originally posted by Beatnik59
How do you come up with this stuff its priceless, cosmopolitan really? cRPG geeks and D 'n' D geeks is cosmopolitan these days is it? I bet you there is a more diverse clientelle in todays MMO's than there ever was in the past. |
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Since FFA Full Looting is here to stay in Sandboxes, is there a way to perhaps make it fun?
The Pub at MMORPG.COM « General Discussion 3/10/13 10:12:30 AM
Originally posted by Loktofeit
Its part of a bigger issue for me, if you have mecahnics in games that allow players to interfere with others players game time you will reduce your potential playerbase. This is a core aspect of sandbox gaming as I read it from many posters on here, things like OPvP, FFA PVP, territorial control, deep crafting systems, taming etc.. its just that some are more insidious than others and at the top you have FFA PvP. So dev's have a really hard task of balancing the various player driven tools that sandboxes require to make them work as the more freedom you give players the more exploits will be found. Its why I believe dev's have shied away from making UO/SWG style games they are just way to complicated to get right. |
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Since FFA Full Looting is here to stay in Sandboxes, is there a way to perhaps make it fun?
The Pub at MMORPG.COM « General Discussion 3/10/13 9:46:17 AM
Originally posted by Vesavius
Blimey I agree with Vesavius. |
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Since FFA Full Looting is here to stay in Sandboxes, is there a way to perhaps make it fun?
The Pub at MMORPG.COM « General Discussion 3/10/13 9:42:16 AM
Originally posted by Mavolence
Darkfall has zero emphasis on gear you can get gear very easily and players have it stockpiled, couple that with the fact of having universal banks its easy to get regeared. Same with reagents and stuff but the game was an exploiters and griefers paradise. Also UO had the problem so bad that they brought out completely new ruleset servers. The only solution to this problem I see is don't have it in your game if you want to have more than a niche playerbase or for players just don't play these types of games they attract the worst in the gaming world there is a reason why most MMO's are not FFA PvP based games. |
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"I want to play an MMORPG, but..."
The Pub at MMORPG.COM « General Discussion 3/10/13 8:27:02 AM
Originally posted by Theocritus
No they are the majority of gamers, not unhappy forum posters and thats where the money is. So who would you aim you new MMO at? a bunch of MMO vets who cannot agree on what makes a good game and are always moving the goalposts or a bunch of casual players that will buy your game in the millions? |
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"I want to play an MMORPG, but..."
The Pub at MMORPG.COM « General Discussion 3/10/13 8:20:35 AM
"Originally posted by AlBQuirky
And when I read this forum I see the complete opposite and it all can be summed up in.
"Give us back our virtual worlds modern MMO's are rubbish"
I find it ironic that instant teleportation was in EQ at release and they also expanded it to be accessible by all players in the Planes of Power expac in 2002 but WoW only had that latter type of instant teleport when Burning Crusade was launched in 2006 and only in Shatrath, all other transport was from Bat, Griffon, underground railway and Zepplin. Though my Lock could, with the aid of others, pull players to outside dungeons from anywhere in the world. |
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Do you think instant gratification is ruining MMORPGs?
The Pub at MMORPG.COM « General Discussion 3/10/13 8:02:28 AM
Originally posted by taus01
Isn't this the crux of the whole argument, because some old time MMO players find modern MMO's boring therefore they are bad and no one in their right mind can play these games for 100's of hours? I have 400 hours in SW:TOR, probably nearly 800 in WoW, over 100 hours in many others so I'm with Aerowyn I find there to be lots of value in modern MMO with lots of activities that interest me. But I do not denegrate others for not enjoying modern MMO's as this thread is doing to those who do. |
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Originally posted by Beatnik59
You believe a man in John Smedley who hasn't released a fully featured and working game at release ever? When the new "saviours" of the MMO world like Archeage, Age Of Wushu, Black Desert or indie titles like Star Citizen, Greed Monger (god thats a rubbish name) go down the same route as every other MMO from the past few years will you come back and correct your gung ho elitist attitude of taking back "our worlds"? diversity is great within any scene and I welcome it but to dismiss the whole scene because you cannot play dolls house or pick flowers 24/7 is ridiculous. I always thought RPG's were about epic adventurers and winning out against all odds not playing average joe from nowhere. I can sense your frustration in your post and I'm afraid thats a problem only you can deal with but lashing out at the so called "service hazard" players who put your little scene on the map is taking it too far. |
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Originally posted by Aeolyn
So the only way we'll find out if fluff is the right stuff is if an MMO centered around things other than combat becomes a rip roaring success. Personally I'll probably be putting on some skates and figure dancing with beelzebub before that happens. |
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Originally posted by gwarf
Its not about whether its a good thing or not, I like pet/taming systems and collection ones, housing not so much, its about understanding why it has become low priority to modern MMO's and the irony is that you vets are the ones that gave the dev's the data thats it wasn't very popular in the first place, boom boom. j/k |
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Originally posted by jimdandy26
Bloody hell I'm agreeing with you not arguing with you it was Zarriya that was misunderstanding me. |
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Originally posted by jimdandy26
I made the mistake of expecting some common sense, in another post only to have the classic but but but EvE hasn't etc etc... if you take it out of context then it isn't relative to the argument but in context it is though I'm not going to go over it again. Though your seconds points Jim I agree with totally, fluff is great for MMO's but its not some magic bullet that many think it is and you can builod you whole AAA game around it. |
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Originally posted by Zarriya
How do you know it doesn't? look use some common sense the whole argument is about the top MMO's failing and that adding fluff would magically transform that into success ie retaining and growing subs, players would stay longert but the flaw is that top MMO's are not failing as they are all still up and running apart from a very minor few.. |
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Originally posted by Zarriya
I answered your question also you are focusing on one slight inaccuracy and misunderstanding in my post but as I said my points are still valid one exception does not change the rule. So no AAA MMO has grown since WoW was released is that clearer? |
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Originally posted by jimdandy26
Good point, MMO companies follow metrics and research and thats why MMO's have gone down the path they have, they don't make up data from personal likes and biased perception of what the market needs, posters on MMORPG.com do that though. |
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