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12/01/08 11:01 AM
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Viewed 2170, Replies 80
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Originally posted by FE|Tachyon For once I'd like to join in what is one of my favorite sources of comic relief in these sad times, the MMORPG Darkfall forums. The reason: the part quoted above. Why?: I have honestly looked at the screenshots and in my humble opinion, they are worse than bad. Reasoning:
Lets first start that it looks like the game doesn't do very well to convert screens to JPG format, or that an external program was used, probably mspaint in that case. Which is why I won't comment on the abysmal state the sky and clouds are in on the 'Welcome' screenshot. I'm also assuming that anti aliasing was not available, so I'll also not count that against it. So, first screenshot: beta.thenoobcomic.com/df_preview/screenshots/welcome.jpg Immediate impression: Are they using some sort of cell-shading engine? Or do a lot of the textures used just have an added black outline? Textures: I know that WoW for example uses somewhat the same technique, large textures pasted on structures to create an impression. But at least Blizzard designers have the decency to vary their textures in colour tone, gradients, etc... And they match up to each other... Integration of objects: WTF are those spikes that are all over the scene? They look like cardboard cutouts pasted on by a 3yr old. The large braziers look out of place, the dragon statue looks painted into the scene at a later time and the stall visible just above the W in the sign looks even worse. And these are just a few abnormalities. Lighting/shadows: Looks like shadows are created by just one source, yet do not continue onto the street texture. Both sides visible of the background structure and the large spikey pillar thingy are equally lighted. The side of the dragon statue turned to the viewer looks better lit than the rest of the scene. This could be imagined to come from the brazier, yet the colour of the light is of and nowhere else in the scene is there evidence that this could be the case. And again these are just a few of the abnormalities. One last funny thing: They cannot even get their version of the moon, or whatever it is, to look round. Seriously, if I was shown this without knowing any background I would have labelled it as a quite nice attempt made in some painting program. As it is now I have a very hard time to imagine how the world will look in 3D.
Second screenshot: beta.thenoobcomic.com/df_preview/screenshots/sun-big.jpg I'm going to ignore everything regarding the sun set, or whatever it is, so that means most of the top half of the screenshot. The human mind is a sucker for these kind of scenes and is automatically drawn to the light in exclusion of almost everything else. So do what I did and blot out the top half. First impressions: Is this the same game as in the first screenshot? Or did they use a different paint program? The character: Clothed in 2D textures. Again, Wow does the same thing, but at least in most cases it does a better job of it. Lighting and shadows are again way off, or there is a second light source behind the character which magically doesn't light the back of his shoulders, arms, etc, nor creates a shadow of the character itself. Shrubbery: Difficult to comment as the quality of the JPG is quite abysmal, yet the when looking at the one next to the frontmost tree on the left, it again looks painted. Background: What are those shadowy trees and boulders in the background? Looks like the world has stopped there and we're looking at a projection on canvas, or something. Sky/ground texture, trees: Nothing to comment there, looks mostly ok (the trees may look off, but the quality of the JPG and lighting source are probably the cause, cannot be sure) And again they managed to make a not round moon thingy.
Now I'm not going to give a side by side comparison to the other games mentioned in the quote. What I wanted is to show how off these pictures are to anyone who is willing to just look with their own eyes. There are undoubtedly screenshots from those other games which are quite unflattering. But the trick is to look at the whole picture and how stuff fits. And stuff just doesn't fit with these screenshots. If you look through the galleries at this site: www.darkfallonline.eu/darkfall-bilder/main.php it looks remarkably like a reverse progression on the graphics front. The further you get from dec 2008, the better the images look (up until early 2006 or somewhere around there).
Edit: Ahahahaha!!! I just noticed that all the fires the Welcome screenshot are one and the same, now I'm very suspicious of a mspaint job... |
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11/22/08 10:47 AM
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Viewed 2489, Replies 117
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Originally posted by Ihmotepp
Heck, it is even possible to do it all in one. What about a game that has 'group servers' and 'solo/duo servers' all with the same content (just like there are seperate RP and PvP/PvE servers for example), but adjusted in difficulty. 'Group servers' will have the sociable environment and challenge for those craving the group experience. Solo players will have the opportunity to still enjoy all the content, but catered to their own needs on the 'solo servers'. A duo option on a 'solo server' would add the possibility to be somewhat more social and achieve your goals a bit earlier than the soloer. But you see what the difficulty here is. Even though the servers would be completely seperate, those who advocate strongly for the group only option would still complain about the soloer being able to get exactly the same as them. Which again points in the direction that it is not the group social experience that is important for them, but being able to 'be better', by having 'better equipment' than someone else.
Does it remove MM from MMORPG? It depends on how you look at it and what your opinion is. On a 'solo server' you can still have a strong community and you still get a persistent world environment that is being regulary expanded, that is the MM that most of these people are looking for. Those who want more MM can get it by playing on their 'group server'...
Wait for it: incoming vesavius rant... |
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11/22/08 8:46 AM
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Viewed 2489, Replies 117
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Originally posted by vesavius
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11/22/08 7:10 AM
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Viewed 2489, Replies 117
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A shame realy that you won't reply to me anymore, because I'm going to quote you and make you look very silly:
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11/22/08 6:46 AM
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Viewed 2489, Replies 117
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Originally posted by vesavius
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11/19/08 7:35 AM
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Viewed 2489, Replies 117
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Now this is a funny discussion. Where the OP started with a lament on how the current crop of players sees the genre as a min-max, 'job-like' environment (as opposed to a fantasy, escape like hobby), it has now again deteriorated in to the stale and almost age old solo vs. grouping bashing. Sounds like fun! So lets add my own opinion (when replying to my post, please keep that word in mind) to the mix.
To start, something that isn't an opinion, but fact: The current genre called MMORPGs evolved from its predecessor called MUD's. For those of you who weren't even born at the height of its popularity: MUDs were text based online adventure RPG's. The world was build up out of small sections/chambers, each with its own description, possible occupants/enemies and directions/exits. The whole goal of the game was to be able to have a fun adventure in an environment that would constantly be updated and expanded. It was a hobby and a passion, designed by and for people who craved the style of those early dungeon crawling games (like Zork for example), but would like to play in an (nearly) endless world and meet other like minded adventurers on your path. A few facts on MUDs related to this 'discussion': - Grouping essentially did not exist. Most MUDs were not designed with grouping in mind and the technology at the time did not encourage it. You could 'band' together, but that was meant as a sociable and mostly roleplaying option. It was not a requirement. - Adventure and story line were the key words. The most successful MUDs were those who had the best designed environment and quests (remember, still text only). - Min/max-ing was something essentially unheard of. In most MUDs you could allocate your basic stat points, and you could sure 'gimp' yourself if you allocated wrongly, but in almost all cases you could still adventure through the world without any issues. In fact, a lot of people 'gimped' their characters on purpouse as it was a lot of fun to do (oh damn, again that word 'fun'), in true pen and paper D&D style. - Unfortunately most of this changed in the latest generations of MUDs onward.
Now on to the part of my opinion:
First in regards to the OP. I have to agree with you, MMORPGs these days is all about competition, not the adventure/immersion/fun it used to be. It is about competition on who levels the fastest, has the best equipment, is the best in PvP, etc, etc... The whole original idea of starting up the game with the anticipation of getting to enjoy an adventure is gone. And I do blame this on the current crop of MMO players. But essentially they cannot help it though. They grew up with the games that are all about competition and missed those earlier games that were still about the adventure of the game (it is no coincidence that the whole genre of old style adventure games like Zork, Monkey island, Sam & Max, etc. has completely died out). We can only hope that somewhere in the future some developer will recognize that currently the MMO genre is going in the wrong direction, for at least a good portion of their player base, and try to create a game based on those great values of adventure, immersion and fun.
Now to those who are saying that because MM-ORPG stands for Massive Multiplayer you need to group and otherwise just sod off, read again from which genre the current MMORPG evolved. The whole idea behind the genre was to have an ever evolving persistent online world in which you could share your adventures with others. Unfortunately what we have these days is a non-evolving persistent online world, which once in a blue moon suddenly gets new content, where if you want to enjoy all the content you need to get rid of the principles of fun and adventure. The whole requirement of grouping to be even able to gain access to certain content was only added in the EQ era, by a group of loons who thought they had a great idea. The reason of its success was because it was the only 3D online RPG available at that point. If a game like The Saga of Ryzom would have been the first instead of EQ, I am quite sure that the genre would look totally different right now. Oh and another thing to those throwing the Massive Multiplayer around whenever they can and try to adhere to the strictest interpretation possible: you do know what the RP part stands for? I'll help you out, Role-Playing. This is not the kind of role-playing of 'I play someone who wants to always group and get the best loot'. Nope, true role-playing is totally different kind of thing. So please, if you think that the MM stands for only grouping and nothing else, you should also make sure that you are role-playing your character to true standards. Otherwise you're not realy playing an MMORPG...
And a few last things, funny quotes:
Originally posted by vesavius My, arnt you a rude little man? MMORPGs were designed for co-op play. Yes you can solo, but it should never be preferable to group. As soon as you build a game that enforces solo play then you destroy what made these games special in the first. | |