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All Posts by Silverbranch

All Posts by Silverbranch

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188 posts found
Originally posted by JJ82
Originally posted by jesteralways

And all kind of crap you can imagine. Compared to that Trion's AA f2p model is like heaven. Too bad suddenly their management  went total bonkers, Mr. Hartsman really lowered his image to me with this message.

 You must know little about him then...he was originally let go from Trion because of things like this and he has done it constantly since he returned.

He is number three on my worst CEO list.

1. Steve Ballmer.

2. Yves Guillemot (Ubisoft)

3. Scott Hartsman.

 Bobby Kotick?

Originally posted by Scot
Originally posted by Silverbranch
Originally posted by Scot
Until game design AI can programme this sort of thing of the hoof, its never going to be commercially viable to have a game with the world size of the old School MMO's with top end graphics.

Be specific.  What are you referring to exactly?

Designing and coding takes too much time and money to do this in todays market. Until the tools are so easy to use that you could hugely cut the development time this just is not going to happen. Also if we reached that point a new bar would be set, one all would then have to follow, so the issue may arise again. 

 

Not really specific enough.  You've made a generalized, sweeping statement, a dictum, that translates to:  "We don't have the time to do it right, so doing it any ole way is ok".

The irony here is:  It's the sign of the times, the way we've been "programmed", or conditioned, to ACCEPT the mediocre, or even the failure, or we're the people who don't understand.  Which isn't a good thing at all.

"Measure twice, cut once." is a saying vastly older than MMO business providers.  It's a truism from the time it was first uttered, and a truism today - though one ignored because it's uncomfortable to face.

Our problem today is:  We are a bunch of spoiled, pampered, self involved slackers willing to accept mediocrity, or even schlock . . . just because "that's the way it is, it can't be changed, just has to be accepted, that's just the market get a clue".

No.

MMO's rest at one pinnacle, or facet, of creative human effort.  The technology capabilities  today are astounding.  But what's it turned into?  A money grab carnival run by sidewalk hawkers who suck in rubes busy with their noses stuck in their butts.

We've seen a bunch of years of MMOs pumped out by dev houses.  We've seen bits and pieces of fantastic implementation in each of them.  The knowledge is there, the designs, principles, technology, is there.

You want to know what the real problem is, to greater degree than many would like to admit?

Businesses have lost the ability to manage their budgets properly, lured by the same siren call everyone else is afflicted with:  Grab the money now and run.

So why bother to measure twice before putting saw to wood?

With the knowledge, technology, and experience out there I'll politely disagree "it's just not possible".

It'll take someone with a remarkably strong will however to rise above the mediocre, or even Fail people hold up today as the Standard.

Originally posted by Scot
Until game design AI can programme this sort of thing of the hoof, its never going to be commercially viable to have a game with the world size of the old School MMO's with top end graphics.

Be specific.  What are you referring to exactly?

Originally posted by L0C0Man

Personally I wouldn't want something like that, but that would be me.

I'd rather have a smaller hand crafted world with lots of interesting things to discover and find out than a world that much bigger but almost all of it is just composed of "random forest" "random denser forest" "lake" "bigger lake" "smaller lake" and so on.

Same with dungeons, to fill such a big world, dungeons would have to be proceduraly generated... personally I'd much rather do a dungeon hand made than one that's just randomly generated hallways using a specific set of themed objects and textures.

My wife's mother passed away a couple weeks ago... we had to drive 2 days to get there for the funeral, 2 days to get back. I wouldn't want to have to do that in a game to play with a friend just because he happened to have spawned (or be) too far away from where I am.. "hey, want to do dungeon X?" "sure, just give me three days to get there".

In a game I'd want NPCs I can get to know by name, that have personality. In GW2 I always chuckled when I was running by in LA and heard that norn exclaim "by ogden's hammer, what savings"... I felt distressed when I couldn't find him among the survivors when scarlet destroyed the city... happy when I saw him... and then sad when I saw him kneeling in front of what was left of his house mourning the dead of his wife and children... might not be procedural, might be stuck in an eternal loop, and might have a very small population relatively... but at least for me, GW2 right now (to use as an exapmple) feels more like a living breathing world filled with people I remember about after interacting with them than what I can imagine from what you describe.

You have some good points, but consider:

"A smaller hand crafted worlds" will have a small inventory of "interesting things to discover" with a very SHORT life expectancy.  Thus, a small, hand crafted world is the antithesis to keeping things interesting and discoverable.

Players flood the small world like jackrabbits, work out the farming dyanmics, and in short order stuff turns into farming-grind-gerbil-wheel.

Travel:  it's how you do it that matters.  If your design establishes what you've described, then that's what you get. On the other hand . . . . design for success, do it different.  It's in how you do it.

I agree with you about connection with the game world story-lining and NPC characters of note.  I'm very much like you in that regard.  /waves

The crop of MMO's that have been released the past few years don't really do the job.  They follow (generally) a same pattern:  Make it smaller and FASTER, feed people stuff FAST, grab the money while it's flowing . . .

. . . meaning a deliberate, expected feed off the initial whale-rush that steams through the game world in no time flat, then a fast (or perhaps moderate) crash as actual interest and discovery are bled out and it falls into the SAME OH RUT of repeat farming.

 

In the end an MMO is nothing more than a blank canvas until artist(s) put paint to brush.  Bigger, larger, all by itself is meaningless except for one, very important factor:

It provides for much greater opportunity.  There's more to work with.

It's in how you do it that makes the difference.

What we are talking about, really, is the emergence of a true "living world" to participate in and adventure in.

There isn't an MMO out there yet that's generated a "living, breathing, world" model that engages a player population the way one would . . . if it truly was a living, breathing, World.

 

SIZE would have to be large, if not huge.  Massive.

 

The trick however is that simply BIGGER isn't the issue, even if a component.  It's what a living, breathing world would present to players, and what the target audience would be for the challenges it would present.

 

It wouldn't be for everyone.  That would be a good thing,  not a bad thing.

 

All the MMO's I've played so far, from AC2, to WoW for a bunch of years, to LOTRO, to Warhammer, to Age of Conan, to Runes of Magic, (I'll exclude EvE in this list because it's a different animal, an apple to the orange), To Vanguard, to Neverwinter, to Archeage, and several others, some of which I liked greatly, all have a same theme generally speaking:

 

The world is an open parking lot free for lightning fast over-running by the player base.  The only token "push back" from the world is levels and mob level, both of which, relatively speaking, are easily overcome by simple farming exercises and reading of spoilers from others.

 

The worlds don't require UNLOCKING of key, hmmm, "artifacts" I'll call them by the playerbase.  They are . . .boop! . . . already provided on the maps:  Towns, roadways, open fields ready for planting (archeage) unencumbered by old-growth forests that need to be cleared and prepped first, etc.

 

Exploration and Discovery are, to huge degree, nullified by this world structure, only present in token amounts . . . then too gone once the waves of ravening players sweep across every square yard of space like a pack of starving fat kids set loose in a Sander's Chocolate factory.

 

The Unknown, "what's around the corner" gets neutered in the process, quickly.

 

Godlike powers given to players too quickly, instead of being incorporated into the game as . . . eventual unlocks . . . by players as a result of a signature activity (as a concept example).  I mean, players spent MASSIVE amounts of time and effort, sometimes expense for a dang MOUNT.  What would it be like to have an unlock in the background, such as Fire, Water, or Elemental magic, not present or available in the game yet, but due to some random exposure of opportunity to a player, who completes some kind of "investigation and research" into something, and does so SUCCESSFULY . . . causes an UNLOCK of a new branch of magic to the entire game world.

 

And maybe they get the permanent, embodied in the game, recognition for doing so.

 

Environmental Pushback:  Game worlds are too open, too easily traversed level and mob level regardless.  A true, huge, "living world" would present significant challenges to players right at the border of the starting areas, even if that was a SMALL zone with a castle and king to start.

 

Challenges and activities met, and conquered, by players would AFFECT the game world.  "Safe", or safer / easier (meaning what our current crop of MMO zones look like, about) would slowly appear as the playerbase expanded their exploration of the huge game world.

 

The world would be WILD enough, and DANGEROUS enough there wouldn't be waves of spoiler driven, or even beta knowledge driven farmers, sweeping across an entire game world in . . . a day or three. (lmfao . . . and lol some more).

 

A HUGE game world is a great idea.  But what's vastly more profound is HOW that volume is architected against a target audience of customers.

More real articles on MMO's today, their trending, structure, challenge presentation to human players, where we think MMO's should go in those respects, if they are fun also, do they appeal to younger crowds or older crowds, are they actually "living, breathing worlds or just mindless trash recycling with a new skin, etc..

 

LESS insipid, directionless gossip-cranking targeted at people in general written on lunch hours and chicken McNuggetts because it's campy and easy.

 

No offense intended, but you guys/gals at MMORPG could be so much more.

/bows

 
Originally posted by Classicstar

@OP,

Only if you let them and get under your skin. Stop playing with them stop folowing them stop replying to them, let people play how they want it's still as far as i know a free world.

Problems solved.

But majority of you guys keep joining with them and let you feel inferior thats your problem ignore them instead of keep replying to them and they keep doing it.

I know many who gossip about others but are still in same guild and if the so called annoying one say a word you hang on there lips or you do whatever they say, thats your problem.

I suggest build some character instead of make topics and cry about it.

These annoying people you mentioned where already 15 years ago in mmo's it never bothered me i ignore them or don't play with them.

Ivé played mainly free for all pvp mmo's its even harder then normal mmo's still never had any problems with elists or douchebags.

Learn instead of whine and cry about it.

And under real name is rediculous not only privacy but also risk of some imbecil suddenly stand at your doorstep i will never play game where i have to play with my real name.

Btw i have never miss behave myself in any game and im also not bothered with others play styles to each his own.

Why are still this kind of players around that annoy you because you LET THEM thats why. It's same as complaining about those gold farmers DON'T BUY there gold problem solved.

Have a nice game.

Something some have missed however is:  The OP wasn't strictly talking about touchy-feely emotions.

 

What he was referring to was adverse game play situations.  Using your approach the reaction to someone on a football team continuously jumping offside because "that's how they play, no worries, be happy, don't let them annoy you you meanie-meanie-meanie."

 

Someone continually jumping offsides would get what?  Booted off the Team.

 

So realize that while some of what the OP was alluding to can be handled by turning the other cheek, I don't believe the OP was focused only on "be nicer cause polite is nicer and makes me feel comfy". 

 

Most MMO players nowadays (imo) have "grown up" in MMO's DESIGNED to encourage nothing more than a Mob Mentality in group encounters, and have abandoned Teamwork oriented challenges.  Bulit in DPS meters encourage players to abandon teamwork, work at odds AGAINST team mates for their own, personal, individual gain.

 

There is, believe it or not, a huge difference between a Mob and a Team.

 

Thus, you get players running around doing whatever, because "that's just their style", while doing so at the expense of their Team (e.g. Marathon Man).

 

The kids don't know any better, it's all they've known those come into MMO's the recent few years.

 

Doesn't mean it's not worth a revisit and see where things went off track, and what's worth considering as a player to improve on. 

 

Teamwork.

 

Me, that's all I think the OP was really getting at.

 

(During a heated chat debate in a current MMO Title regarding loot and raid/group conduct)":

 

"You know the funny thing here is, the only ACTUAL real thing in MMO's worth a crap is other players.  But all the kiddies want to focus on are the unreal pixels they get all bent over"

 

At which point chat just STOPPED for like a minute as everyone tried to understand what that all meant.

 
 
 
Originally posted by iridescence
Originally posted by meonthissite
. To me that's the worst because they don't enjoy anything and they just hop from title to title endlessly and they are always the ones who have to buy a game first prelaunch login first max level first etc. It's not about the content for them at all or even the beauty.

You are being very needlessly judgemental of what others enjoy. Some people really enjoy a very achievement oriented playstyle. There's nothing wrong with that. In fact doesn't WS really try to cater to those sorts of players? So the devs have no one but themselves to blame if they run out of content.

 

Only problem with achievers is when they group with RPers/casual players and are trying to rush them along or  give them orders . People like that should only group with other people like themselves who are just as driven to get things done quickly.

 

 

Meh.  I think you both have points, but I believe I'm more in line with the guy you responded to.

It goes hand in hand with what I said before in my original post:  Game mechanics often encourage detrimental behavior.  Note what I mean by that:  not necessarily legislating how people act, that's ridiculous, but encouraging GAME FAILURE dynamics and game play dynamics.

I'll politely disagree with "achievement oriented" people, in the context of this discussion.  It's more the strong desire by many to jump on the fast-farm cycle.

Because it's easy and fast.  Ez-mode.

It gives you the illustion of "achievement", but it's an illusion.  It's fake.

That's why I believe The DPS Meter has been turned into something it was never meant to be, and illustrates the point.  Let's take the idea of an "Achievement Oriented" player! (drum roll):

The Achiever joins a Party.

The Party starts to zone in, The Achiever first in.  He promptly starts running down the corridor ahead of the entire group who's not totally zoned in yet, has the first pack pulled, and is wailing away with AoE's, etc.

The Group finally completes zoning in, strung out in sequence based on zone in, running for The Achiever who's in trouble, but not dead yet, mobs running every which way chasing him/her.

The Group bails The Achiever out, the pack manages to die, yet just before the last mob is dead, and prior to any recovering heals or group buffs The Achiever is already RACING to the next pack.

Rinse and repeat through the whole run.

This is great suckage in games today, that challenges are CALIBRATED to encourage this.  To discourage necessary Teamwork.  It's encouraged when we see event rewards tiered by DPS / Damage Done and/or with in-game reports showing "#1" as most DPS done.

The Achiever, in his mind, was "achieving".  Yet he/she did so at the expense of everyone else around them.  So, did they really Achieve anything?

This is what I think the poster you responded to meant, and why I think your estimation of an 'Achiever", in context with fast farming through content, isn't targeted well I think.  It's not real (in the context of this convo).

In the end, if games are going to cater to feeding ez-mode farm running through stuff, instead of actually CALIBRATING challenges to require . . . actually achieving something through skill or strategy or smart tactics (instead of dumb race forward fap-spamming), it's never going to change.

Originally posted by puffmouse
Originally posted by Silverbranch

I think Puffmouse over-reacted and took the article the wrong way. /shrug

 It isnt just the article though, its all the follow up posts.  Here we are in mmorpg.com and just look at the huge list of all the types of other players that people dont want to play with, the list is growing and getting comprehensive as we sit.

 Seriously its like you guys love to play games with other people as long as they are your exact clones and dont do anything on this big list.  I get the point of the article and im saying its got a sour concept behind it maybe people should be thinking about. 

I strongly agree with your point that a lot of this behavior has a lot to do with game design issues.   

But when it comes to "this person is too chatty" "this person isnt chatty enough" "this person helps too much" "these people arent helpful" "this person thinks they are smart" 

JUST LOG OUT ALREADY.  you're just not into people.

===========================================================

 I agree with you man.

I was more responding to what I saw the spirit of the OP's post was, in my mind.  I pretty much ignored those examples I feel are immaterial, which you gave examples of, and tried to focus on things that are an impact.  In my opinion.

Like the "Marathon Man", etc., that actually degrades game play for others.

Otherwise, :D  the /ignore function is the most underused OP skill in the game!  If people used it with the same thrill of control the did with farming, DPS, and CC, they'd be amazed at how quickly they can actually Sub-Channel chat right into perfect alignment.

Anyway, trading of ideas isn't a bad thing. :D

/waves

I think Puffmouse over-reacted and took the article the wrong way. /shrug

Part of the equation (not in all cases mind you, but some of the game-play style related) I can't get away from is:  The games themselves often encourage, if not reward, adverse behavior.

I suppose it's similar to "The Marathon Man" syndrome.  I call it "Chicken Heading" through stuff, everyone with rocket boots on.

No need for teamwork.

No need to engage in coordination with each other based on class skill sets (teamwork).

No need to actually THINK, for just a few seconds, about a Pull and how it should be managed by the members of the Team.

No need to buff up right after zoning in to an Instance.  Just zone in and instantly start running down the corridor to be the first to the mob-pack and pew-pew.

Etc., Etc., Etc.

A great many MMO's today encourage, and reward, . . . fast farming runs.

A great many MMO's today ACTIVELY DISCOURAGE, as part of game design, Teamwork.  Specifically, the most singular standout artifact responsible for grooming Stupid into players is:  The DPS Meter.  It's become something it was never meant to be, and is responsible for "training" players it's ok to actively ignore Teamwork and coordination if it benefits your personal meter results.

The result is players who . . . read the list above again . . . race around dragging the entire Party after them.  The party forced to compensate / carry the out of control, spastic, finger-flapping DPS Meter Pimp.  The instance might get done.  The boss might die.  But it's a miserable affair for everyone involved . . . except for those doing all they can to spam DPS.

Puffmouse has it mostly wrong I think.  Yet at the same time there is a bit of truth in there.  You can't expect everyone to act as you'd like, of course.

But all of the things mentioned in the article, which I liked by the way, are MAXIMIZED nowadays . . . because game-world feedback and mechanics, and measurements for "success" by players, often are designed to encourage it.

Me?  The next time I see a Neverwinter Lock or Control Wizard RACE to the next pack of mobs so they can LAZOR BLASTORS PEW PEW ahead of the rest of the Team so they can Pimp the Meter . . .

. . . I think the mobs should be calibrated to crush them in 1.5 seconds.

Is it my imagination, or is this theme pretty much the constant (though encountered sooner and more obvious in Sacred) in MMO's anymore, the (general) theme that causes an eventual game-failure for players either sooner, or later, depending on the mix of detail elements in the game:


Cater to the quick-buck idea of pew-pew, gerbil wheel (e.g. dumb) grinds.  Throw some "eye candy" at the game to keep players distracted, but, overall, simple, mechanical grinds covered in paper mache.


I remember the original Age of Conan intro Trailer, the panoramic views of landscapes that looked spectacular, with the commentary stating " . . . a Living, Breathing world . . ." 


Marketing at it's best.


I keep coming back to some kind of idea, a ponder:  Why is the idea it's got to be one of the BIG dev houses can only make a good game, coupled with so many dev houses bought up by bigger publishers (e.g. NCSoft)?


Where do things break down in business management to the point a dev house with a style, flavor, "spirit", what have you, to the point they have to "sell out" for a larger money stream?  On the surface we can find all sorts of "obvious" answers.


 Why don't we see some enterprising soul avoid the disease of "try to be everything to everyone because "success" is only measured by money alone" . . . and select a target audience, a game play and environment profile, then hire a dang good accountant they trust and work well with, and manage the business profitably so it can GROW.


We've got an entire industry flooded with run-around pew-pew, give players too much way too fast.  That segment of the player population is satisfied in selections 3x over.


"Living Breathing world" . . . that would indeed be the next step.  Of course not everyone might have the same thoughts as to what that means.


What would that mean to you, in the context of a subscriber logging into a game you pay for.  What would you value, or keep you subscribed over a longer period of time?


Apart from the business stuff mentioned above in general, Sacred seems to have fallen prey to the "standard" anymore for release:  Satisfy the pew-pew and easily repeated gerbil-wheel dynamic, that's good enough. 


The legacy of the Bobby Kotick school of game design?


Thanks for the article.


Originally posted by Holyfleadip
Originally posted by Nickhead420
Originally posted by Waltandrian

having just come from a Wildstar beta weekend myself I honestly had a hard time playing it the whole weekend

 

Same here!  This was my 2nd test.  Last time I got 3 characters to level 10.  This time I stuck with one and struggled to stay amused through 15.  I can't really explain it.  It just felt boring.

It's boring because they make these games too easy to play.  They are all babysitting tools.

 

They don't make it hard to survive.  They tell you where to find your quest items.  They find you a group to 5 man etc... with.  They play the game for you. 

 

The old games were so much more fun.  You had to fight to live and work to find things.  You had to work with people (MMO) to live and achieve goals that actually felt like you DID SOMETHING cool and hard.

This guy -------^

What is actually NEW in this new content, not recycled and reskinned like an old Balogna sandwich?

#5:  Ok.

 

#4: "World of Warcraft has been 'dumbed down' from that standpoint but that's not all bad". 

 

Opinions would vary here, particularly if you have a history with the game "before and after."   Anyone today starting the game simply won't know any better.

 

#3:  Ok.  But this discussion point could be expanded considerably.  Homogenization of the classes to silly degree, kidification of the game overall for that crowd.  Of course, that was Bobby Kotick's design goal . . . so it is in fact "working as intended".

 

That's "the terrible evil WoW has created", propagated in the industry in the dollar search.

 

#2: Agreed, blind grinds a-plenty wear out online endurance levels.

 

#1:  "Still, as said in the intro, World of Warcraft is the top dog, the game to beat, the standard against which every other MMO measures itself."

 

No it's not.  It's been turned into a piece of Sauder particle-board furniture, if you will, that a lot of people buy.  There are a lot of people that, yes indeed, simply like easy, etc.  That's your "standard to beat"?  /palmface

 

It's also a convenient target for inane talky-talk with no real point to it other than to talk.  Sort of like this post, no offense intended.

 

You guys as MMODB don't even realize how important you are.  What you could be doing as actual "journalists". 

 

Exploring what technology has enabled in an avenue of entertainment, not only for the kiddie-pools like WoW (which has their place.  Every school needs a playground full of yelling, running, jabbering kids hopping about) as well as what else could be seen.  What should it be?  What should it look like? 

 

 I'm also with Jagarid a bunch of posts up.  I guess I'd fall into his viewpoint as well.

 

In the end this guy probably points it out better than anyone I've seen so far:

 

http://www.youtube.com/watch?v=JweTAhyR4o0

 

Sort of the level of thinking I wish we'd see more of with media reviews nowadays.

 

 
 
 
 
 
Originally posted by Robokapp

if anything, forcing a de-blob in eve would be unnatural and break the sandbox.

 

 

 

 

No it wouldn't.

Best "fluff" or social/fun implementations in MMOs (in my opinion):

1) Music system in Asheron's Call 2:  Pure clever the way the tunes were "broken up" across a large array of different instruments.  Pop The Dereth House of Jazz then pull your own instrument and listen to it all sync up.  Then listen to how the tune altered as The House of Jazz auto-swapped their instruments every so often.  Really mixed it up.  Other players wander by would often stop and pull their own instruments out and join in and it all sync'd up.

2)  Music system in LOTRO.  The ability to play any real-life song, provided it had been properly converted to a text file format (forget the extension) was really cool, often seeing bands forming up in Bree, etc.  Santana's Maria-Maria, as well as Creedence Suzy-Q were favorites of mine I'd play using a Guitar.

3)  Housing system in LOTRO:  Placeable monuments in the yard, trees/shrubs, boss monument trophies, walls/floor types, as well as rare drops from creatures let you have a stuffed version (stuffed snarling Warg, drake, whatever), as well as smaller rare boss drop trophies mountable inside.  Caused people to want to go out and either hunt for stuff, or do instances for a chance at "King Tut's Helm of Badarse" to display on a wall plaque.

4)  Dances / Kata movements / belly dance / acrobatic dance - Guild Wars:  Well done for something so simple.  Not a bunch of rehashed dub-steps when you do /dance.

5) Fireworks - various.  Who doesn't like fireworks?

6) Chest of surprises (forget exact name) - Guild Wars 2:  Drop a chest that lasts some number of minutes.  People use it get a random effect or transformation.  Quite a hoot to drop one in a city center and watch people converge on it like minnows to bread.

In the end this guy has it right, and why games have little real vision anymore, instead shallow window dressing to appease "casuals" (kiddies).  After watching this I feel he's got it more, as opposed to less, right:

 

http://www.youtube.com/watch?v=JweTAhyR4o0

Ah, the Evils of Living on Credit . . . being beholden to another.

 

Company, organization, or individual, the potential trap is the same.

I'll give anything a try, benefit of the doubt.  To do otherwise isn't particularly insightful.  Sort of the old addage:  "People find what they are looking for".

 

If you've decided beforehand something will suck, then most likely it will.  To you.  Because youv'e already decided and your head is programmed to look for "proof" of your perceptive intellect.

 

I'll keep a silver-lining outlook going.  The Elder Scrolls titles have always been super, a reflection of the team behind those creations.

 

I will say though:

 

When will we see something actually DIFFERENT, more expansive, in an MMO?  We've all heard the suggestions over the years, but still, in the middle of all the drek there are some diamonds.  When will we see the genre actually evolve, instead of simply being remixed?

 

Persistent World to Living World.  Meaning a non-static map, encounter, and reaction paradigm in the world itself.  From quests, to towns and cities, even countries / peoples, etc.

 

Presentation of more than just "hack and slash" as measures of game success.  How about Building?  Music?  Art?  At a rudimentary level Turbine's implementation of their Music System would be an example here.  Best "Fluff" / community fun feature ever seen in any game, ever.

 

Homes and Property.  A somewhat touchy subject depending on who you talk to, but IMO represents a next stage to this idea of a "persistent living world" in an MMO.  What is a key thing that represents us, who we are?  Where we live, the place we call home, the town we live in, the people we know.  That we have an interest in defending against intrusion, trusted neighbors to aid.

 

Any rate:  Elder Scrolls will be worth a look for sure.  Will it be more than a re-canning of the same-oh (structurally)?

 

Can't say at this point.  But Bethesda will get a few of my dollars to find out.

 

People, it was a PLAYER'S CHOICE poll.

 

Not an objective eval of a game, it's feature set, performance, etc.  As such it's as Bill stated:  Pirate 101 fans came out to support their game in the player's choice poll.

 

If you wanted the results to be different, you should have voted.

 

Your consolation is:  Everyone else loving their game of choice was too busy in-game loving the gaming to be aware of the poll, while Pirate 101 players were out of game trolling forums.

 

If you need to look at it that way.

 
 

Old times, good times.  Met a lot of good friends there, was my 1st MMO.

Maybe I need to go see where Cujo is sleeping . . .

 

Tombo

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