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All Posts by Gormogon

All Posts by Gormogon

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153 posts found

There's not really any specific reason summoning (as a general concept) has to involve capturing or "breaking" the thing that needs to be summoned.  A summon could help you (and any number of other summoners) because you're important to the fate of the world and it's willing to help when called.   Or because it's life force was bound to a crystal that was shattered a thousand years ago into a million pieces that various summoners possess.  Or any number of other possibilities.

 

And from a gameplay perspective, if they didn't want them abused they could have put the popular summons on long cooldowns and required the help of party members to summon them (like the old warlock Doomguard in WoW).  There are all kinds of approaches, and most are not any more right or wrong than the others.  It just so happened SE wanted to make the popular summons showcase bosses in XIV, which made it unrealistic to make them available as regular summons.

 

In any case, I imagine summoners will end up with the generic versions of the elementals/spirits: fire, ice, thunder, earth, water, air, light, and dark.

 

In regards to the OP, making Alexander a dungeon would be incredible.  I'm actually going to be disappointed now if they don't do this.  :P

 

 

 

I've seen senior citizens, both male and female, get lost in Tetris.  In terms of reach, universal appeal, and longevity, it is in a class by itself.

 

As far as game's I've been addicted to:

 

6. Golf Solitaire - At my old place of work our entire crew played this during downtime for like a year trying to beat each other's time/score.

5. Snood - Same as above, but in college.

4. SimCity 2000

3. A Link to the Past - The first "adventure" (where adventure here is a game where you're the hero overcoming a bunch of challenges to save the day) I ever immediately replayed I guess would be SMB on hard mode after beating Bowser, but ALttP is the first adventure I ever played THREE times consecutively.

2. Civilization - "Just one more turn."  The first game I played through an entire weekend without sleep.

1. World of WarCrack

I played WoW pretty seriously from January 2007 through October 2009.  Since then I have hopped in and out of both WoW and other games.

 

I would love to find a game to make "my game" for a few years again, but I'm not disappointed that I've gotten to experience different takes on the MMORPG.  All of the games I've played have fun elements to them, just not enough of the entire package.

Far more than monster designs and grotesque environments, I find scary to be about atmosphere.  In fact, I don't think a game even has to be considered "mature" to be unsettling.  The Forest Temple from Ocarina of Time (arguably the ultimate single-player theme park) combines music, sound effects, stillness, open and closed spaces and sightlines, monsters falling from the ceiling, and so on to create what I consider to be the most disquieting location I've experienced in a game, especially when the lights are off in the dark of night.  Some would argue the Bottom of the Well and Shadow Temple from the same game do it even better.  TSW represents the horror genre reasonably well for an MMO, but I don't believe it succeeds in really creating that "uncomfortable in your seat" feeling.

 

As far as games that present characters with more mature motivations and offer alternatives to the "perform heroic deed, get rewarded by thankful soldiers/townsfolk" paradigm, I suspect that the cons are usually seen as outweighing the pros.  In games where it might be appropriate, at the very least you're still fighting against the "if they spend X including that, they can't spend it on all these better things" mentality.

 

Credit where credit is due though.  TOR does have personal story episodes here or there that allow the player to be callous, cruel, vengeful, greedy, etc. to the disdain or approval of certain characters.  It's not necessarily well-integrated into the larger game, but there was at least some effort put in.  Even on the Republic side, my gunslinger and trooper gunned down a couple people who crossed them on a bad day.  It wasn't just "I'm going to kill you because I'm EVIL!11", but much closer to a genuine, "I'll worry about the consequences later, this is what you get for ----ing with me."  I love that, and would love to see more of it.

The slot-machine nature of living story skin acquisition is starting to really sour me on the game, and I would get rid of it immediately if I could before anything else.  It's not the RNG and it's not the "For a limited time only!", it's the combination of the two. Legendaries?  Cool.  I will likely never own one, but at least I can continue to believe that a precursor will drop for me some day if I continue playing.  Living story achievement rewards?  Cool.  I'm perfectly capable of logging in, grinding out finite achievements, and getting the rewards before the story moves on.

 

If I were playing a gear-sensitive progression raiding MMO and the weapon with the stats I want for my character was available as an RNG drop for four weeks only, I'd be ticked.  Here, a desirable appearance replaces desirable stats as the driving force behind gear acquisition and they've gone and made it only slightly better than impossible for me to get a few of the items I'd really like.  Then I have to see it thrown in my face by all the people who had better luck and/or more disposable income than me.  It's becoming not fun very fast.

 

/ end "Wah!!  Where's my fused/sclerite/jade weapon skin?" rant

WoW's responsiveness is ridiculous.  To me it feels like there's a mechanical connection between my keyboard and my character's actions, as though I'm directly making him do things ... it's that good.  GW1 and 2 at times come close, but other times I feel like I'm playing on a keyboard filled with sand.  Overall, I personally put TERA ahead of the two Guild Wars games.  /shrug  TSW and TOR are horrible when it comes to the responsiveness of their controls IMO.

My NES and its games are sitting in a box in my closet.  Those are the oldest gaming items I own that I can still locate. 

 

The oldest PC gaming items I can still locate are my floppy disks (both 5.25 and 3.5) and documentation for Sierra's Quest for Glory: So You Want to Be a Hero? which I believe is several years younger than the NES.

 

Somewhere I have floppies for Castle Adventure, Q*bert, a PC Dig Dug port, and a primitive 3D first-person Pac-Man-like game called 3-Demon ... all of which would be the absolute oldest PC games I played and still have, but if I were asked to produce them it could be days before I found them.

 

I turned five in 1983, so I caught the end of the arcade and Atari thing before the NES changed the landscape, and I remember playing the awful Pac-Man port and Video Olympics on the 2600 and Ms. Pac-Man, Pole Position, Centipede, Galaga, and Missile Command at local pizza parlors, but of course didn't own those games.  Our first family PC had a text adventure, but I don't remember which one.  Something with a lamp and a troll that I could never get past.

Games should be designed for the target audience, whether that target audience is as narrow as Star Wars fans or as broad as everyone in the whole world. 

 

A designer whose target audience is the latter would have to consider a lot of issues concerning accessibility (how easy it is for players from many demographics to pick up the controls, understand what's going on, etc.) and giving everybody something to do.  A designer whose target audience is the former should be concerned with the things that fans find makes the Star Wars setting exciting, like oh, I don't know, space combat?  If your target audience includes progression raiders, then you would be well advised to provide interesting raids and a well-thought out progression mechanic.

 

The tough part as a gamer is that although a game might have some things you like, in other areas you might fall well outside of the audience the game was designed for.  WildStar is a great example.  People who find the combat, character paths, raiding and PvP focus, etc. appealing might find the visual style and tone of the game appalling, and vice versa.

 

I also think that broad audience and "casual audience" are not necessarily the same thing, even if the casual audience is generally considered to be large.  A game that appeals to a broad audience can have features many people consider "hardcore" for lack of a better term, but it provides many of them to appeal to many different types of players.

Originally posted by indojabijin

The questing hubs, cities and events are seamless. Meaning you can go from hub to hub, city to city without encountering a single loading screen. We don't know yet if Wildstar will have continents like WoW where you will require a loading screen - but know for sure once you're in that area there aren't any loading screens.

 

Warplots/PVP BVGs and housing are instanced. They will require a loading screen each time you enter/leave them. Special events from paths are phased. Things such as discovering labs from the scientist path, and discovering hidden tunnels from explorer are phased.

 

Thank you.

 

Naturally, everyone will completely ignore your answer as it properly sums up what we have been shown and told so far as far as I'm aware.

I'm partial to the Forsaken in WoW.  I've loved skeletons as monsters since forever, and being able to play one (more or less) was awesome, but their specific backstory and motivations make them stand out a bit against lots of generic elves, dwarves, monster races with warrior cultures, etc. in the fantasy genre.  A Forsaken shadowpriest was my primary character in WoW almost since I started playing it at the TBC release.  I played the class and spec because I originally liked the gameplay, but it also fits the race as well as any IMO.

Originally posted by makasouleater69
Man shhh, are you like 9? If they want to wait in till their game is ready then that is a good idea. If you want your trash games, go play dragon prophet they took your impatience 9 year old stand. 

 

Where have you been the last five years?  35 in the new 9.  ;)

 

 

I personally think the market is not necessarily in a bad place.  For all people want to slap the WoW Clone label on them -- and to various degrees they might borrow ideas that WoW also employed -- there are several major MMOs that have targeted a specific area and done those areas well.  GW2, TSW, and even TOR have all done one or more major things differently or even better than WoW that I have enjoyed (yes, even though TOR is a poor WoW port to Star Wars in most respects, if you want voice overs, and a story-based leveling experience, you can go play a single player game, er, I mean, go play TOR!).  Neverwinter has the Foundry.  Defiance is a shooter loosely tied into a TV show.   WildStar blends TERA with WoW's PvP and raiding, and throws in housing.  I've barely played RIFT and LotRO, but I'm sure they do some things that stand out too.  There's even DayZ for the "It's only fun if you have to start over when you die" crowd.

 

For all the whining about WoW clones, I think the player in 2013 has several good options for sampling some of the different things that can be done with MMOs.  Could there stand to be even more diversity?  Absolutely.    The sandbox and sim crowd is still waiting for their game (ArcheAge might fill some of that demand, but I'm not sure the setting is compelling enough to satisfy the greater portion of those players).

 

But, what none of these games offers to players outside of the Kool Kids that get how amazing their game is, is the feeling of home that gets people to log in for an hour or ten most nights of the week for years.   Everybody has a theory about what's missing and whether or not it can be found again, but I think most people who have drifted away from their favorite game and are looking for a new home recognize that something is.

From what little I've seen and read about the game so far, I am currently anticipating the game will settle into a nice corner of the market where it will pull in some old school raiders who have lost their loyalty to a game like WoW or Rift, and a small crowd who is tired of waiting for their favorite MMO to add a fun housing system.

 

While I realize the game ostensibly offers a lot more to do, I think a heavy emphasis on progression and content gating, and support for things like DPS meters and mods, while appealing to me personally, cuts substantially against the grain of the current MMO playerbase.  Having followed the development of several other major MMOs, those are things that very many players are vehemently against.  Drop into Queensdale in GW2 and type "I wish this game had a DPS meter" and I guarantee you will send everyone in the zone into conniptions.

 

So ... I do think there is definitely a crowd who has been waiting for a game that combines some of the things WildStar will offer, but I think it would be a mistake to look at the game and say "That looks a lot like WoW, but it also offers this and this and this" and extrapolate from that that WildStar is going to be any more successful than other games on the market.

The more appropriate question is a more abstract one: how much meaningful content will there be?

 

Size does matter insofar as there is a maximum amount of content that can be squeezed into a finite space without things getting ridiculous, but a large game world is obviously no guarantee that the game world will have a large and diverse amount of content to experience.  The number of zones is basically irrelevant without a meaningful scale.  Vanilla WoW had 40 zones, but a game world in which the zones are the same size as three typical WoW zones would still be larger if it only had 20 of them, for example.

 

It's very difficult to get any real handle on size or amount of content until people have accessed most of what the game has to offer.  While the game is still in development, we see what the developer wants us to see, and a few zones should usually not automatically be taken as an indication of what the 80% of the game we won't see until near release is like.

 

In any case, there is one constant for every major MMO in development when it comes to the size of the game world: according to its fans, it will be huge (usually "much bigger than all of vanilla WoW") and packed with content.  ;-)

Originally posted by Aori
Originally posted by Loktofeit
Originally posted by Vembumees

Didn't you play back then? Because Warcraft/starcraft/diablo franchises were the biggest franchises at the time, lol.

Diablo and Starcraft were. Warcraft fans are like Warhammer fans - they find it inconceivable that everyone else in the worlds wasn't familiar with or a fan of their favorite IP.

 

Just to add

In the 90s and early 2000 the C&C franchise was the more dominant RTS. However battle.net and a more active team helped blizzard gain dominance.

Blizzard games weren't well known until SC:BW and D2:LOD. The majority of WoW players had no idea warcraft was an RTS lol. Hell prior to 2005 if I told someone I played WoW or even an MMO I was viewed as a leper.

Sure they were strong franchises but that was among a very small group of people compared to today. Now that the stigma is vanishing about gamers the dynamics have changed alot within the last 10 years.

Blizzard turned lepers into pop culture. Wildstar can ride that train if they can execute everything they show near flawlessly. Being backed by NCsoft means they'll get their name out there so there is no worry there.

 

I don't know ... my sophomore year in college (1998-99) it seemd like half the guys in my dorm were playing StarCraft and/or WarCraft 2. The other half were playing Goldeneye. A couple also played Final Fantasy 7. And for a few weeks after winter break groups of guys were playing Ocarina of Time. And everybody played Snood.

The guy directly across the hall from me flunked out because he played StarCraft all day and never went to class. True story.

 

Incidentally, that era of gaming was ridiculous. In a two-yerar stretch from mid-1997 to mid-1999 we got:

Ultima Online, EverQuest, WarCraft 2, StarCraft, Goldeneye, Final Fantasy VII and VIII, Ocarina of Time, Fallout and Fallout 2, Baldur's Gate, Civ 2, Xenogears, Unreal, Pokemon Red/Yellow/Blue, Grim Fandango, Half-Life, and Alpha Centauri.

/nostalgia

There are things I like about the combat systems of WoW/TOR, GW2, TSW, and TERA.   Being able to play quite different combat styles depending on what I have an itch for is, for me, one of the attractions of having active characters in more than one game. 

 

That said, nothing pulls me into the combat and leaves me as satisfied afterwards as TERA.   I also think/hope we'll see some innovation in action combat over the next several years, because TERA and NWN are by no means the limit of what can be achieved with it IMO.

WoW had a searchable LFG/LFM tool that also included a comment field (giving it some "notice board" functionality as well) as far back as The Burning Crusade, several years before they implemented cross-realm and automated dungeon matching services.  Granted, it also allowed anonymous invites and had an option to auto join when an invite request was received, but then, invites used to be tossed out in cities all the time when somebody posted LFG in chat without any further communication.  A lot of people don't know this LFG tool existed in WoW prior to the automatied Dungeon Finder because (hyperbole warning!) nobody used it

 

ETA: Link here since I know there are people who will refuse to believe it:

http://wow.joystiq.com/2007/02/08/using-the-lfg-tool/

 

I do think cross-realm and automated dungeon matching have undoubtedly had a negative impact on the community aspect of that particular game, and I am in support of the OP's position for how a LFG tool should be implemented, but the evidence seems to suggest that there are a very large number of players who make use of automated dungeon matching features who wouldn't bother using LFG tools that required player interaction (or at least some form of information exchange)  I don't know why that should be the case, but it is.  A developer has to decide if keeping these antisocial players out of dungeons is to the benefit of the player community as a whole (I would argue it is, but then I'm not an antisocial player). 

I think there's plenty of room for successful product differentiation in the genre.   Many of the things I like about the original Guild Wars, GW2, TERA, and TSW are the things that make them different from WoW and each other.  It's okay to do things differently or even leave things out, but the reasons for doing so should be part of the vision for the game, not an excuse.

 

I do agree with the OP in the sense that as a game is being developed, there are always things a non-trivial number of players will tell the developer is not what they want or should be included or is not having the effect the developer wanted.  A developer should generally not compromise their overall vision to accommodate the players IMO, but often changes that would not greatly transform what the developers are trying to accomplish but could greatly transform the players' enjoyment of a game are ignored.

 

Unfortunately, every major MMO has a legion of players who will reject every player suggestion in an effort to defend the developer as if the developer's feelings get hurt every time someone tells them their game could be better if they do X.  Even players who will offer suggestions for other games will reject any suggestion that something could be done better when it comes to "their game."  Yet if they developer does change something, these same fans will then religiously defend the change too, even if it directly contradicts their earlier position.  Even otherwise seemingly logical people engage in that behavior.  For a developer to separate actual support from blind support can be difficult, so it's not always easy to determine if X is really just fine or if it's something that needs to be looked at.

The fear of dying in a game is proportional to what one stands to lose; even where there's no material cost to the player's character, there's the time and effort spent by the player to achieve something.

 

Let's take a look at the Mad King's Clocktower jumping puzzle in Guild Wars 2's Halloween celebration.   The player's character doesn't lose anything by missing a jump and falling tragically to his death.   However, when the player nears the end of the puzzle, falling off results in zero reward for the effort put in during that run.  Repeated failures potentially add up to hours of effort wasted for some players, and even approaching the top is rare enough for many players on any given run that missing one of the final jumps can be devastating.  It's not unexpected then, that a player's heart will be racing as he reaches those final jumps, and that he experiences fear that he will miss and have wasted that run, along with all the other runs it will take to get back to the same spot.

 

In an open world context, progress made toward certain treasures or achievements can sometimes take a long time, and failure can sometimes mean "starting over."  A player can legitimately feel fear as he approaches the goal and knows that character death will negate all the progress made.  It's funny that the early Final Fantasy games were brought up, because without a doubt trying to complete a major level/dungeon knowning that death meant starting over and dealing with random encounters all over again could be terrifying as far as games go.   Respawning enemies, for example, are not necessarily so different.  Of course, I wouldn't say that "danger" seems to be a priority for most MMO developers, but it's not always completely absent either.

I didn't get to play nearly as much as I wanted this weekend, but I'd put my experience at about a 7 out of 10.

 

I like the Forgotten Realms quite a bit, and to me that is a huge positive for this game, but the story and hook are really not good IMO.  I realize Cryptic is not Bioware, Bethesda, or Obsidian, but it was bad enough to be an actual turn off to me.

 

Graphically, I was actually switching between this game and GW2 at one point to see what people were complaining about.  I run both games maxed out on a 6950.  Neverwinter's color palette is not as easy on the eyes, but the level of detail in the environment is actually pretty close in both games.  Neverwinter has the previously stated issues with unattractive character models, but they  weren't a distraction for me.  Where the game is lacking visually is in the vegetation and rocks strewn about in outdoor areas, and the lighting and lack of depth conveyed by the indoor textures IMO.  Overall the environments themselves were really pretty good, though IMO. 

 

Combat is going to have the unavoidable comparisons to TERA for those who have played the latter.  For me, TERA's combat is significantly more intuitive, flows so much better, and has a collection of enemies with abilities that make them stand out a lot better.  I'm also not a big fan of 4e, and while it's not necessarily more restrictive than a lot of MMOs, character building does feel restrictive compared to how I think DnD should be played.  That said, I didn't dislike the combat in Neverwinter, and while the game starts off feeling like every character of the same class will be the same, when you get far enough along, opportunities for creating your own playstyle open up quite a bit.

 

Where the game excels IMO is in providing different ways/reasons to play the game and making them extremely accessible.  In that sense, I think the game does/will accomplish some of the significant things it was meant to do.  The Foundry itself could keep the game going for a long time.  It's not a game I'm going to spend 1000 hours playing every year, but this weekend convinced me to level a character so I can jump in and play some fan-made content every once in awhile.

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