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All Posts by Loktofeit

All Posts by Loktofeit

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11605 posts found
Originally posted by Quesa

 

If you look at the first comment after the entire post, I think it would work out much better than handing out exceptions to newer players:

From a lore/blah perspective, an EVE newbie zone dosn't even need to be in "Real" systems, just have the whole shebang set inside "simulator spaces", hidden from view in the same way we can't see wormhole systems on the map.

Then, at the end of the tutorial toss all the newbies into racially aligned teams and into a 4-way newbie-ship bloodbath in a simulated 0.0 system at the end of the tutorial experience, with their final tutorial objecive: DIE (While explaining how self-destruct, clone updates etc, work).

Then, after they die at the hands of another fresh newbie or self-destruct their pod, they wake up in the real bit of EVE.

 

Dransik/Ashen Empires had a new player experience like that. It was it's own island and players left it for the real world once they reached a certain level or felt comfortable moving on. 

Most games do that to one degree or another. It's very common in themepark-style MMOs, so it makes sense to have it in MMOs that require a greater learning curve. 
Originally posted by DamonVile
Originally posted by Loktofeit
Originally posted by DamonVile

There are bad publishers/devs that make bad games and there are bad publishers that make good games but frustrate the crap out of you with how they are implemented.

Airea imo is the former. Their games are not worth your time so they can never truly be the " worst "

Eden Eternal, Wolf Team, S4 League... I kinda like those games. :(

That's because you're a bad person.

I resemble that remark!!!

Originally posted by DamonVile

There are bad publishers/devs that make bad games and there are bad publishers that make good games but frustrate the crap out of you with how they are implemented.

Airea imo is the former. Their games are not worth your time so they can never truly be the " worst "

Eden Eternal, Wolf Team, S4 League... I kinda like those games. :(

Originally posted by Herzy
Reading anything about 38 Studios bums me out. I fully enjoyed Amalur and was looking forward to the MMO.

I thought Amalur was kind of so-so when it first came out, but replaying it now, I am liking it a whole lot more. Actually, it's a great RPG with an interesting story. I'm trying to figure out why my expectations were different then compared to now. I think it's because at release I fired it up to play The Next Big Awesome, and this time I fired it up to play a fun CRPG. On the latter, it delivers.  

Originally posted by Velocinox
I can't use it to escape, it's my job.

In what sense? I mean, I work for CCP, but I can still get lost in the universe of New Eden, the world of Nave, the land of Dereth, etc. Is it that you review/blog about MMOs? If so, I can see how you'd be coming at the games from a different angle, but there would still be some you play just for entertainment, no?

What part of your job hinders your immersion into MMOs, and why do you feel it does that?

It's my social time and my family time. It's escapism on the level of Six Flags for me, sans the delicious churros.  
allday, you deserve a medal at this point. 
Originally posted by ironhorse1010

Either making housing for the open world or just leave it out of the game. Wildstar has really cool housing features and players can add neighbors, share harvest and create a freeform environment of awesomeness. Players seemt o really love it and new features are added with each update. I don't like it, though, because you have to zone to it, so it's fail.

Originally posted by DamonVile
Originally posted by SEANMCAD
Originally posted by DamonVile
Originally posted by SEANMCAD
 

lol..

now that logic was funny.

why do they not sell more? BECAUSE THE MASSES DONT KNOW THEY EXIST..

why do the masses not know they exist? BECAUSE THEY DONT ADVERTISE.

For AAA games advertising is more important than the game itself. this is why they spend more money on adds then they do game development. Advertising makes a huge difference.

I know about most indie games, I don't play them because so far they're not making the types of games I'm interested in. I doubt many people that frequent gaming sites have never heard of games like worm etc. They still don't seem to be playing them. So lack of advertising obviously isn't the only reason these indie games don't appeal to the masses.

advertising is a huge business and the reason it is is because it works. There is much more to advertising then just making you aware that a game exists. There is also product loyalty manipulation and things of that sort. There is also a lot of money being spent in areas that you are not directly even aware of. 

I think (although I dont know for sure) that most people who shy away from indies do it strickly because they BELIEVE the games should be better if they are higher budget or because they believe that they should play them. More so then actually playing them and giving them a fair shake. Now granted this is my assumption, not factual by any stretch. Part of why I beleive this is because I used to believe if.

 

Clearly advertising works or they wouldn't spend what they do on it.  But I don't think just advertising something makes it a huge hit. WoW for example isn't popular because of it's ads on TV, it's popular because of what the game offers. 

I'll agree with you that many people don't try indie games and advertising would change that, but keeping them in the game after is 100% on the game itself. That is where they lose me. So in your original statement that they're not popular because of a lack of advertising...I'll still have to disagree. Like others have posted. Even without it a good game will grow it's population. Not many indie's can make that claim.

If advertisement wasn't necessary, even for an existing popular product, then Pepsi, Marlboro and Ford are wasting a ton of money. 

You have a lot of things at play with advertising. Awareness is just one of them, and awareness costs a lot of money. Organic growth of a game's population, flukes and anomalies aside, needs help, and advertising is a huge part of that help. Another thing is that when people see ads over and over for something, it reinforces with them - "Hey, I'm seeing it a lot. It must be good/popular/fun." Each one of you that just said to yourself "I don't fall for that" more than likely is one of the people most influenced by it. 

When it comes to online games or games where a community is necessary for its success, ongoing advertising helps to bring more people in. "Build it and they will come" is a neat line for a movie but it isn't how things work in the real world. The developer is going to constantly combat churn, and acquisition of new people is crucial to that. 

 

Originally posted by apocoluster
Clap clap clap. I agree with nothing you said but I commend you on the elegance of your delivery

Same here. While I don't agree with the content, it was really enjoyable to read. 

Originally posted by VengeSunsoar
How long are people going to keep saying that games that last for years and make hundreds of millions of dollars profit failures?

I don't see that stupidity ending any time soon. 

Originally posted by SEANMCAD
Originally posted by Loktofeit
Originally posted by Kicksave321

5th Destiny is not "commercial" and will have millions playing the beta

6th WoD is not "commercial" and beta are gone on every site in 5 min.

 

Both of those are commercial games. Both have the gaming consumer as the target audience and are marketed toward gaming consumers. 

Oculus Rift is currently a Dev Kit. The target audience is developers. To gauge any consumer interest based on these numbers would be like Microsoft gauging consumer XBox interest based on XDKs shipped. 

 

@Herzy,  

Wireless would be a great leap forward. I've used two different versions of the headset and I also found the weight of it to become a relative non-factor after a few minutes. Looking forward to what the next iteration brings.  

 

agreed

granted many people who are not developers did in fact buy a kit but doing so wasn't exactly advertised.

Plus the first Oculus stop production early and DK2 has closed off sales to China that has to affect numbers.

Wireless would be great. Even more so once we factor in hand controls like Razor it can get really 'wirely' fast.

Interestingly, despite gaming taking up most of my freetime what I am most looking forward to from Oculus is non-gaming things like movies and maybe traveling around the grand canyon or taking a sky dive.

That last part is going to be the interesting thing, especially since FB's goal is to have it an interactive social experience, as well. 

They recently bought up a controller manufacturer and now RakNet, so I'm thinking they've got plans already and are just working to put it all in motion. 

 

Originally posted by Kicksave321

5th Destiny is not "commercial" and will have millions playing the beta

6th WoD is not "commercial" and beta are gone on every site in 5 min.

 

Both of those are commercial games. Both have the gaming consumer as the target audience and are marketed toward gaming consumers. 

Oculus Rift is currently a Dev Kit. The target audience is developers. To gauge any consumer interest based on these numbers would be like Microsoft gauging consumer XBox interest based on XDKs shipped. 

 

@Herzy,  

Wireless would be a great leap forward. I've used two different versions of the headset and I also found the weight of it to become a relative non-factor after a few minutes. Looking forward to what the next iteration brings.  

 

Originally posted by Dauntis

Why do so many people on these forums hate quests?

Every other medium has quests: books, movies. Think about the plot of a movie is generally a character(s) going on a series of quests/missions. How boring would a story be if it was just about heroes roaming around randomly occasionally whacking a random enemies.

I just don't get the hatred of quests or even quest hubs... they make sense.... they just friggin' make sense. Also, I don't know of any MMORPG where you can't ignore the quests, so just ignore them.

 

You present two different questions. Story and quests are not necessarily one and the same, although from your post I get the feeling that you probably have not experienced MMOs outside of the quest-driven hub-based type.

To answer the subject line: I don't think people hate story so much as they are frustrated by it. In most MMOs, the story help to create context, but the reality is that it is irrelevant to one's gameplay or, in the more open MMOs, irrelevant to the character's actual story that is evolving as the person plays.

 To answer the quest thing: Today's quests would have never been called quests in many of the older MMOs. They are tasks - filler content - and just p[art of the progression treadmill. They're also level-based, one-off content, making it unrepeatable or, at best, unrewarding if one wants redo a quest they enjoyed. It's a byproduct of the level-based gameplay of mainstream MMOs

Loot drops.
Ditch the level-based progression and make the game about more than just killing things for loot. 
Originally posted by Nadia
Originally posted by Loktofeit

World of Warcraft (PVP and raiding aside)

EQ2 has less instances than WOW -- there no public dungeons in WOW

And you're making this some kind of pissing contest why?

Stylized. They usually put less demands on my system. They also usually don't look dated after a couple years, whereas realistic starts to show its age quickly because most devs don't keep their graphics up to date.. 

Here are a few:

Asheron's Call

EVE Online

World of Warcraft (PVP and raiding aside)

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