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Originally posted by ArChWind
Repop switched engines 4 times before finding what would work for them. Of course there is a difference here but the thing with this one is not just switching engines. Repop has the team part which others lack and the willingness to spend 15 years to get there.
Someone linked me to this thread and I wanted to clear up any misconceptions that people had about that.
When The Repopulation was announced to the public via press release (mid-2011) it was already using Hero Engine, the same engine it uses today. It originally began as a smaller scale project. It originally as a proof of concept for an article and then morphed over time into a game. At that time it used the Torque engine, which was the only reasonable engine available at indie prices in those days. The game was only known to people within some game development communities (Garage Games, MMORPG Maker, MMO Workshop). In those days Repop consisted of 4 people working in their spare time as more of a hobby than anything else.
In 2010 something weird happened though and Bigworld, Unreal and Hero Engine all become available to indies within a few months, like dominos. We had drooled over Bigworld and Hero Engine for years, but they were well out of our price range. Bigworld became available first, and we purchased it to evaluate if it was worth porting to. Doing so would have meant losing the work we had done over the past 18 months so we were split on if it was worth doing or not. We did built a prototype in a few weeks using Bigworld, and were strongly considering moving to it... when Hero Engine suddenly became available. After evaluating it we decided it was worth starting fresh and losing our Torque work, and that if we did so Hero Engine was a better fit for us over Bigworld.
The Repopulation was never announced to the general public until mid-2011 , and it was never in full scale development prior to Hero Engine. So depending on how you look at it, it may have switched engines twice (if you count the few weeks spent evaluating Bigworld). From our internal perspective it switched engines once: from Torque to Hero Engine. But from the public's perspective it's really always been Hero Engine, as the project was unknown outside of game development communities prior to mid-2011.
Is this game still likely to release at the end of this year?
General Discussion « The Repopulation
10/13/13 8:20:38 AM
There are safe havens, though most of them are in your starting factions area, but there will also be some pouches of safe havens in contested areas (in certain towns).
Harvestable resources will be available in both protected and contested areas. Though some of the richer resources will be in the contested areas as we view those as a good way to drive PvP conflict (these are the harvester extracted resources). We do want to encourage players to visit the contested areas, and have very little penalty (res sickness basically) on regular servers if you are killed in PvP, though this penalty will be harsher on the hardcore server.
Actually, it completely addresses those. Your going to have those whether your P2P or F2P. Not having a barrier of entry certainly makes it easier for them to create a new account, but those types of players are there for two one of two things:
a) To make money, often hired by a gold reseller. Those guys are just as bad on P2P as F2P. It's nothing for the parent company to buy a sub. They write that off as part of the cost of operation. Sub or no sub, it doesn't matter. Modern approaches to these are detection and ban for botters, and auto-detection for spammers. If someone is a gold farmer, they absolutely do not want to get caught because it takes time to skill up to be able to do the upper tier harvestables. Getting banned costs them money even in a F2P game because they need to skill up again.
b) To grief. They are playing to ruin the fun of others, because to them that is the fun. The mechanics there are in minimizing their effectiveness in being able to do so. If it's spamming people, then its in anti-flood and ignore techniques. If it's in dropping a train on someone, then the issue is the ability to do so. You repair the mechanic and remove their ability to grief other players. If they are stealing kills, then again it's a mechanical issue that you can repair. If a player is playing solely to grief they will get bored and move on quickly if they have no way to do so. And if they are a normal player, who just happens to be a jerk, they will still think twice about getting banned, because they don't want to lose the time.
With regards to economy, that's a whole different can of worms, and it is tied into pay to win or not. I agree with you in that the majority of F2P games on the market have attempted to squeeze players,as they try to find the optimal values for profit. We've also see a lot of them slowly move away from that over time. Many of the titles which started off with F2P being just an avenue to try to get subscribers, eventually opened just about everything up to F2P players. While some titles definitely allow players to buy their way to power, there are others which are purely cosmetic, or which only allow things like +25-33% exp potions maximum (which is often less than the 100% bonus from vitality/rest exp). It really depends on the approach taken. If you are allowing players to buy items of power, or harvestable resources, then your game has become pay to win and that is a very strong argument against F2P. However, not all games take that route, and Repop will not.
The opposite of that approach is to value free and paying players alike. And to instead try to use volume of players to make up for what is lost revenue per player. That's the route we are taking. We want every MMO player out there to try the game. It's not going to be for everyone, it's a sandbox. Some players are going to love it, some will hate it. If they hate it, we aren't trying to trick them into buying it. Try it out free of charge. If you like it, maybe you buy a one time membership to unlock some account perks, or maybe you buy a couple things piecemail. Maybe you play forever without ever spending a dime, or maybe it's not for you and you move on. I guess I just don't get how players could see that as a bad thing. You have nothing to lose other than the time it takes to download and register.
As far as $20 not being a barrier of entry, it could be $1 and still be a barrier of entry. In order to pay $1 players need to have a credit card, and to fill out forms for it. They need to wonder if they are going to charged per month automatically, etc. Many players may not have that information available at the time, or want to be hassled with it, especially if they are playing on a public computer.
And the fact that F2P games are overrun with bots, hackers, spammers, and D-bag players of every stripe AND in F2P games they can not be gotten rid of, even temporarily is a big minus. At least with a sub/client game, they'd have to buy that again after a ban.
Not sure how much F2P gaming you've done in recent years, but while those things really plagued the early games, I don't see much if any difference between F2P and P2P as far as community is concerned these days. There are automated forms of spam protection now. In the early titles you had starter areas filled with nonstop spam and spam emails. That's seldom the case in modern F2P titles.
Bots are a problem in each, because it generally takes longer to find a bot, and for gold farming companies they will gladly pay the price of another subscription. If a game has just launched, chances are it will be F2P within a year, and your just out of a box price. If it has been out a while, then there is likely a form of free trial which you can upgrade with a subscription. Bots though are about detection.
What you are left with is the random griefer. The person who just creates a new account to run around being a jerk, and then is willing to create a new one after being banned and do it again. You can't prevent that, but you can minimize the damage they can do. This type of player is always a newbie character, which concentrates their hunting locations to a small number of areas. Players don't do this sort of thing with characters they have been developing for weeks or months, generally. Because getting your character banned after playing them for a month is a loss of time that can't be recouped. If you monitor the newbie areas for problem children, minimize the damage they can do, and ban offenders, those types of players will move on.
The notion that players will be less friendly because a game is F2P though is a fallacy. Players have been acting less friendly in F2P and P2P games as the games became more soloable. The less you rely on your fellow player, the easier it is to be a jerk. There's less repercussions. Where in an older school game (which were all P2P simply because that's what there was at the time) players were generally nicer, because they needed one another. If they lost their corpse, they may need help dragging it out. If they wanted to progress, they needed a group. That doesn't change in an F2P game, if your a jerk, sure you can create a new account, but then your losing all the time you put in to that character. And nobody likes to waste their time.
I've played many F2P titles over the years, and many of the concerns that players raise, are of things that you almost never see any more.
Lowering the price to $20 with a $5 sub, just lowers your profit margin, it isn't going to significantly increase your exposure. If players were going to pay $20, they'd pay $50. If they were willing to pay a subscription, I doubt the difference between $5-15 makes much of a difference to most players, unless they were finding many other titles offering the same thing. You still have the problem of getting players to try your game, and of retaining them in the months following a new subscription games launch (when some players are going to cancel one subscription when they start the next).
Free trials are helpful, but as I said on page 1, free players are also a valuable part of your community. The bulk of them are worthy additions to the community. F2P detractors will point to the 1% of bad seeds as a means of representing the F2P community, but the bulk of F2P players are players on a budget, kids who don't have a credit card, or someone who was on the fence as to whether or not a game was worth paying for. Some of those players can be converted into paying customers, and those who don't, so long as they are playing within the EULA, are still good additions to a game. They might be friends, family members, or groupmates of paying customers, and having them playing keeps the other players happy. MMOs are about massive numbers of players, it's more fun to play in a game that has a healthy population. And how many P2P games still have that?
When a game is F2P, you remove the barrier of entry and your essentially saying, "This is our game. If you like it feel free to pay, if not move on, risk free." If players don't enjoy your game, it doesn't cost them a penny. That will get large number of players to play your game, and then its up to the developer to retain those players by putting out a good product. There are plenty of F2P titles out there, if players don't like your game they will move on quickly. There's no barrier of entry here though, at all. Just the time to download the game and register an account. If your confident that your game can retain players, this is the route to go. If your looking to quickly recoup a large investment budget, box sales make sense, when you know you can always go F2P down the road. The only barrier of entry right now with F2P titles, is the prejiduce that many players have against the notion of F2P not being willing to give a game a try, at all. That is however, far less than the barrier of entry created by a box or subscription price.
The Repopulation: Combat Tweaks & More in September Update
News & Features Discussion « General Discussion
10/03/13 5:56:02 AM
Originally posted by MumboJumbo
What's the combat like (over the shoulder and FPS)?? And what sort of vehicle combat is there too?
Combat switch between Action Mode or RPG Mode. RPG Mode is typical MMO Combat, Action Mode plays like a shooter, but is still an RPG under the hood. In Action Mode you get mouselook, just aim and left or right click to fire. You can play in first or third person, and the third person camera is configurable with presets to over either shoulder or directly behind.
The Repopulation: Combat Tweaks & More in September Update
News & Features Discussion « General Discussion
10/03/13 1:54:36 AM
Originally posted by ignore_me
The release date is officially "when it's done" but it won't be in 2013.
The end of the month progress report for September is available here: https://therepopulation.com/index.php/news/116-end-of-september-2013-update
And duplicated below for your convenience:
September turned out to be quite a month. We began the month at PAX Prime, and had the opportunity to introduce the game to new players. The game was generally well-accepted by players and in the media, and we received quite a bit of useful feedback from players at the show. With PAX behind us though, our focus shifts back into development, as we prepare to push into beta early next year.
Combat received a series of tweaks, based on feedback from testers and the show. Medical and melee lines received the largest amount of tweaks. Medical abilities became more potent with shorter recharge timers, where melee abilities are now much easier to use against moving targets. We also implemented a wider range on targeting assistance for everyone in action mode, and an easier to see targeting reticle. Other combat tweaks include energy shields which deplete more quickly, and longer duration knock down effects.
The Plymouth area received a fresh content pass this month. The city itself received several new points of interest, and many visual improvements. We also introduced a huge new cave structure that is located not far from the city, and provides adventuring opportunities for small groups to raid sized groups of players. It features twenty new bosses, mission opportunities, and multiple new types of traps.
Ease of use features are moving more to the forefront as we inch closer to beta. This includes better directions to NPCs via the mission system, and more mission templates which support waypoint markers. The inquiry system has also been improved to provide additional information on NPCs. The inquiry system can also now use achievements as filters for information, can play new types of special FX, be used to obtain information on NPCs who are not currently spawned, and to provide information on local dangers or resources.
A new Surveying system makes it easier for players to locate harvestable resources. We introduced many new crafting recipes and items, along with new component types. Other noteworthy additions include the introduction of localized strings, UI improvements, and improved special FX. You can find a more complete list in the build notes below.
Abilities and Skills
Player Created Cities and Housing
Bug Fixes or Minor Changes
[Column] General: Do Subscriptions Make a Difference in Community?
News & Features Discussion « General Discussion
9/30/13 8:55:17 PM
Imo players have become disgruntled by the increasingly unsocial MMO crowds, and what seems to coincide with the F2P era of MMOs taking off. But I feel like the biggest difference maker there has been that MMOs have simply become less social by design. They are more solo friendly, and when players don't need to rely on one another, they often could care less about being social.
Originally posted by Karteli
Those are not predefined models or sized, he was clicking the Randomize button to randomly choose between looks. You can find a more detailed look at character creation here: http://therepopulation.com/index.php/news/113-video-preview-of-character-creation
Originally posted by Holophonist
They are the same to program, but it's easier on the network to not use the projectiles. Having lots of fast moving projectiles which need to be networked are harder on the server and cause lag. But also it allows us to have two modes, and both to be treated the same on the server. With regards to being more forgiving, that is also true. We've found through testing that it was also best to give some aim assistance (so if you miss but your close it hits) or else it made it too difficult to use action mode against moving targets, vs. RPG mode where you just targeted and fired.
That is correct. There are no projectiles. There is line of sight for both RPG and action mode though so you won't be able to fire through things. The easiest way to describe the two would be this:
In RPG Mode you click a target, it sends the target information to the server. When you then click an ability it sends the ability you clicked to the server to fire it.
In Action Mode when you click to fire on someone it then goes through your deck of abilities to find an appropriate ability. If you are firing at a new target from last time then it tells the server to switch targets when it sends the ability to the server. If you fired at the ground or at a wall it never sends the ability to the server at all, and instead just plays some FX for your client of you firing at the ground or swinging your weapon at thin air. When you fire in action mode it always plays your FX immediately client side, and then contacts the server to validate any action that happened. The server then sends out those FX to other players who could see them, or additional FX that you might need client side. This makes it feel like everything is happening instantly, but its a bit of smoke and mirrors. It should also be noted that action mode understands that you are not always going to hit a moving target, so it gives you a little leeway. If you are shooting close to something it tries to determine what you were aiming at.
To the server both modes work in the exact same way. It's just receiving information on what player or area (for AoEs) was targeted, and what ability was used.
What we like about this approach is that it allows players to control the game in whichever mode they feel is best for them, without lagging out the server any additional server load if they choose Action Mode. It also allows players to switch modes if they feel that one is more effective for certain situations. For example they might want to use action mode if they are pursuing a target and firing at them, but maybe they would rather have the more fine tuned control of RPG mode when they are sniping and stationary.
It's both. Most of that video was shot in what we refer to as Action mode, but you can switch between Action and RPG Modes at the press of a key.
RPG Mode works like most every other MMORPG. You can click or tab target. You have ability bars (like the ones you see there) which allows you to click on abilities to use them, etc. Basically it's just like EQ, WoW, GW2, etc control wise in that regard.
Action Mode controls like a shooter (you can toggle between various camera angles and first or third person, and there is also a customizable camera). The mouse controls where your looking at like in a shooter, you aim and shoot. The left mouse button is for normal actions, right mouse for Momentum based actions. You can hold CTRL (this is all remappable btw) to toggle either of those actions into a defensive action. Momentum is available in both modes and is a reflection of how things are going for you (positive or negative). As good things happen it rises, as bad things happen it decreases. You can consume some of your Momentum to use more powerful abilities, but it generally consumes some momentum when you do.
Both modes are exactly the same to the server. Whatever you did in action mode on the client is translated into the RPG mode call before it sends it to the server. It's just alternate control schemes based on how you prefer to play. Action Mode is still abilities based, it just throws your abilities into a stack and automatically determines which one to use.
[Preview] The Repopulation: Building Something Grand in the Sand
News & Features Discussion « General Discussion
9/06/13 2:13:15 AM
Lastly, with regards to cash shops. Every game has them now. With WoW moving to that route, who is still holding out? The difference between F2P, B2P, or Subscription at this point isn't if a game has a cash shop. It's if you have to pay every month in addition to it, and if you have to buy a box to play the game. The box price is a nice initial burst of money for developers, but is also a barrier of entry to players.
Indie titles have to deal with plenty of skepticism (and rightly so) and less marketing (can't afford it). They can't afford to have those barriers of entry. You want everyone to try the game, which then puts the the honus on you to deliver gameplay and retain those players. If player's like it, they can buy a membership (which is like a one-time box price and unlocks a set of account perks (inventory space, character slots, etc) at a lower price than if you bought them piecemail. Or they can just continue playing for free, free players are valuable for a game too. So F2P for an indie title makes a lot of sense, provided you can retain those players.
It really just boils down to if a game is Pay to Win or not, and Repop will not be. There are two philosophies among F2P games. The first and most common is going to maximum profit for players. The problem with this approach is that it limits its potential player base because noone who isn't paying is going to want to play. Repop's approach is completely opposite: desiring as many players as we can have in the game, even free players. Free players not only can be converted later to paying players, but they also can be friends, or family members of paying members. Them playing can make the game more fun for the other players who are paying customers. They can bring in other players who become paying players.
If you had the choice of 10 people giving you $20 each, or 50 people giving you $4 each, it would seem like a wash, with the $20 version actually making slightly more due to server costs. But then you have to consider growth. 50 players will have a lot more relationships with new faces than 10. They can help the game grow faster by word of mouth. Nobody wants to play in an empty world. Especially when you have a game like this where there is a focus on social oriented aspects (Entertainers, Engagements (mutable public quests), Nations, Cities, Crafter's Economy, and Sieges). It's more enjoyable to do those things when you have more players.
Once you realize that, then you really are just saving that box price you'd normally play just to try a game, and the the subscription cost you might pay in the before that game almost inevitably turns free to play down the road. Realize the goal here isn't to suck as much money as you can from each player, but rather to ensure that there are plenty of players making for a healthy world.
[Preview] The Repopulation: Building Something Grand in the Sand
News & Features Discussion « General Discussion
9/06/13 1:53:34 AM
Originally posted by Moirae
You'd be right if more of the same included:
- A generated mission system which tailor creates missions for the players based on their skill sets and past actions. These can be very complex missions (you could have 20 step epic missions that are generated), and are mailed to the player using an in-game email system as job offers, which means that players do not need to return to town to get missions.
- NPCs in the game have a variety of personality traits. This is a mix of static and mutable data, and can be persistent. Examples of personality traits include: Moods, Dilemmas, Personality, Profession, Relationships, and Causes. As things happen in the world an NPCs traits can change, some of them permanently. The games systems (usually the mission system but also engagements and other systems are affected by them) can then use their traits as filters to determine things that go on. For example, if an NPC is in a certain mood they may offer different missions related to that mood. The generated mission system uses filters for this.
- An inquiry system which allows you to inquire with just about any of the NPCs in game and ask them a series of questions about things that both you and they know about. There are hidden missions and lots of lore information in these inquiries. They also allow you to ask them about other NPCs to find out their personality traits, ask for directions, or find out what is happening in the local area (past and current events), or other friendly areas. Not all NPCs respond to the same questions. A diplomacy check is used for these so the higher your raise your diplomacy skill the more information you will get out of them.
- A complex Area and World Event system which keeps track of both things that are currently affecting an area and things which have happened in the recent past. Engagements (our form of a mutable and spreadable public quest), Dens (our form of random NPC spawns), Missions, Inquiries, and other systems can access the events, and change based on what is currently happening in the area. This means areas can change significantly based on things that are happening there. Sometimes the indigenous species will take over areas for example, and a series of new opportunities open up while that happens. That could last for days. Based on how players respond that might change and something else would then happen. This adds replayability to areas.
- Weapons and Armor base pieces are shells. They only have some very basic stats. The majority of your stats are determined by what we call Fittings, and each armor or weapon can house 5 of them. By adjusting your fittings you adjust and customize your character.
- Vehicles that can be multi-passenger and have an upgrade system so that you can "trick out your ride". The upgrade system works similar to fittings. They can provide special abilities for your vehicle, and increase its effectiveness. Vehicles can be combat oriented. These types of vehicles include player controllable turrets, mechs, and traditional types.
- There is a three faction PvP system, but it's not what has been there in other games. The third faction is like a Free For All Faction. They start as hostile to everyone, but each nation (like a guild) is able to set their own relationships with every other nation (both sides need to consent to raise to a friendlier status) . So that changes the third faction into a nation diplomacy system.
- Nations can create full scale cities and units (defensive units such as turrets or guards). They set their "laws" in the city, including telling units which hostility level should be killed on sight, who is able to build there, etc and are governed by a mayor. Rival nations can siege those cities, crumbling walls, destroying buildings, and optionally taking over a city.
- Crafting is an integral part of the game. Most everything is craftable, many things are only craftable, and the highest quality gear is crafted. This is a very complex system which allows for a ton of variety in results, and in crafter specializations. Not only are there a ton of different trade skills, but each recipe has its own mastery level. Crafting is not tied to combat (though some components of some trade skill lines may only be collected from mobs, you can trade for those components). You can just start a new character, start harvesting (either by whack a node harvesting or by dropping harvesters) to collect resources, and craft away. There's also generated missions and engagements which are crafting oriented.
- Combat has two modes: RPG or Action Mode. They both work the same internally, but they allow the user to control the game however they wish to control it. RPG Mode controls like your traditional MMORPG, ability bars, targeting, etc. Action Mode controls like an First/Third Person Shooter it still uses abilities but it places them into a deck and automatically determines which to use by the situation, whats available currently (timers), and which action key you pressed (left mouse = normal, right mouse = momentum based, ctrl toggles defensive). You can toggle between the two modes at the press of a key.
- Skills based system (no levels or classes) which doesn't cap how many skills you can master. Instead it uses a checks and balances system based on your current weapon to balance combat skills. This means veteran players can master many lines and switch roles simply by switching out gear, but you can't do that effectively in combat because there is a time delay on each switch of gear in combat. So more time = more options, but not neccessarily more power. There are roughly 75 skills in-game. This includes a wide variety of different things from rogue skills, traps, diplomacy, intimidation, animal handling, etc.
- World Spawn Management system which tracks traffic (player and NPC) in different areas, and metrics of that traffic (strength, wealth, type of mob (prey, predator, species, etc), and the like). It then uses those metrics to determine where to spawn mobs managed by it. So they will change locations based on what the players are doing in the world.
Repop may not be for everyone. But it's certainly not more of the same. It should also be noted that every single one of those features other than the vehicle upgrade system (which is coming soon) is already functional in alpha testing.
I know a lot of people have been asking to see an alpha gameplay video. MMO Hut posted one today with some footage from PAX: http://www.youtube.com/watch?v=g4_4Sel53-w
One of the BIG reasons why people are sick of certain MMOs
The Pub at MMORPG.COM « General Discussion
9/03/13 6:00:32 AM
My first MMO was UO, which was absolutely amazing. It felt like you could do so many things, and it took years for other titles to start offering some of those features (like mounts, housing, boats, taming, fluctuating economy, harvesting). The PvP also had a very wild west feeling that I really enjoyed, but which sadly turned away many players.
Everquest though was equally amazing. It wasn't the sandbox that UO was, nor did it have nearly as many non-combat features. But the world and setting was great. The quests were fun. Being 3d really helped. It was my first taste of raiding which was a blast, and after the period after they added the epic quests was fantastic.
From there it was a mixed bag. Most of the titles after Everquest had some things I really loved,but other features that hurt them.
Dark Age of Camelot was mediocre in the PvE department, but the PvP was fun, and the epic quests were the start of something we'd see more of in later years. Asheron's Call had great events, and a nice skills system, but was butt ugly and felt clunky. Anarchy Online was beautiful and had a nice generated dungeon system, but the classes just felt off.
Star Wars Galaxies was probably the next big thing for me. It had most of the same features as UO, but in 3D, and in a larger and more familiar setting. That was years after my first MMO, and after my second big MMO moment which was just as important. Despite its bugs, and its often unchallenging PvE, it felt like a world and sucked you in. I think it had pretty much the same effect as UO and EQ in that regard. Felt like a great game.
I probably haven't gotten back to that level of enthusiasm about an MMO since. EQ 2 was disappointing at launch. It got better and held me for a while, but it never had the same effect. I wasn't a huge fan of WoW, though I did max out and can see the attraction. It's the only MMO my wife ever really enjoyed though. D&D Online had great dungeons, good NPC variety, but a lot of flaws that hurt it such as the lack of crafting or soloability. LoTRO had nice epic quests, but it always felt like a wow-clone that had prettier graphics but wasn't quite as good as WoW. Warhammer added some great innovations with public quests, open grouping, etc but all of the instancing in scenarios, and the fact that you were penalized for leaving the war camps really hurt it. TOR was a quality wow clone but by that point, I was getting tired of seeing those same old game mechanics over and over again. Guild Wars 2 was such a mixed bag to me. The events were a blast to begin with but got tiring after doing them repeatedly and as the player counts diminished. I never really liked its class or ability system. I still will fire it up now and again but never get far. Neverwinter was just too instanced.
Is it that I'm just tired of the genre? Perhaps but I don't think that's the case. I think it's more the way the genre has evolved. UO was very soloable, but it kept you involved because you were part of something that was going on. You felt a sense of community. PKs were rampant, you found other players to help you take them out. You didn't have to be involved in combat to participate in the world.
From Everquest until WoW, every title other than SWG (which was very UO-esque) hooked players with the social aspects and grouping. You may be able to solo but it was faster and safer to group. That enforced bonds with other players, and kept you sucked in. You logged in and were immediately sending tells to your guild or friends list looking for a group. That made those games more enjoyable. Not the forced grouping, which sucked for people with limited time, but just the fact tht you were tied in to a community. That's what all those early games had in common. You helped other players, because you would want them to help you if you were in the same position. Etc.
WoW was certainly a revolutionary title. Most successful MMO of all time for a reason. It expanded the genre to ridiculous numbers. And it did that by making a very solid MMO which ran good on old computers, allowed you to solo to max level if you choose, had an easy to use interface, and was quest driven rather than mob grind driven. That appealed to a lot more players who could easily pick it up and have fun. The problem is, as a result of WoW's success other titles just took those ideas and cloned them for the most part. But they often missed something along the way. After a while players could see the strings. But just as importantly, because they stopped relying on other players the community aspect took a nosedive.
The majority of WoW clone players spend the bulk of their time soloing. They never really feel attached to their community. And part of that is because they never even cross paths with players outside of their level range because each zone has a very small strict level range. So you never really felt attached to other players unless you were in a guild, and even then a lot of players spend most of their time soloing. I honestly felt like GW2 was on the right road to solving that problem. But what wound up happening is everyone just soloed in the events and rarely even bothered talking to one another.
So to me that's what has been lost. MMOs need to get back the social aspects. And they need to try to innovate. Try new things, even if you fall flat on your face. I'd take that over another game that just clones the last.
Thanks for everyone who participated in the events this weekend, either online or at PAX. We received a lot of good data and feedback.
Call the ambulance WoW under 8 million subs now
General Discussion « World of Warcraft
8/24/13 1:15:53 AM
You can't stay the king of the hill forever. Wow had an amazing run, and it's now slowly going downhill. I'm sure most games would love 8 million subscribers though.
EQ:N, the most Soul Crushing MMO to be released in the past 10 years!
General Discussion « EverQuest Next
8/23/13 11:39:56 PM
EQN certainly has drawn a wide range of opinions. My thoughts when I saw the announcements were generally pretty upbeat. Love the sandbox elements and the voxel system. Like that they are trying to get the community involved early on in the project. Not a fan of the graphics style, or the GW2 style limited combat options.
But overall the game has a ton of promise, and it's still early enough in development that players can make their voice be heard. I'm certainly going to give it a whirl when it comes out.
Lead Design refuses to confirm %done or to completion
General Discussion « EverQuest Next
8/03/13 8:10:21 AM
Mind you this is all speculation, but it seems to me that they have been building up the tools. I don't think the actual game is all that far along. It looks to me like they focused on getting a few places, a couple classes, etc ready for the presentation. Focused on making those look good (which they did) but content wise it likely has a long ways to go. I'd guess Christmas 2014 at the earliest. These games take time to build. They started from scratch two years ago.