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General: Casual Play Casual PvP Has Some Kinks
News Discussion « General Discussion 4/06/07 3:09:39 PM
Originally posted by Reklaw
I think the social aspect is a good point, but in another context. Hardcore players with longtime relations with other hardcores are going to have an edge. They know each other, they know to a degree how their mates are going to react. Joining a pick up group doesn’t give a player any insight as to whether the other players put on their team will actually know how to tank or nuke. In two groups of absolutely equal skills, gear, and classes the win will definitely go to the team that has played together more. A pick-up group will always lose to a dedicated team unless the pre-made is especially bad (or the pick-up group has a strong showing of incredibly twinked hardcores).
That doesn’t mean casuals are less social. It does however mean they have less time to be social in game. And that they have less time playing with a dedicated practiced group.
But that really wasn’t a complaint that was brought up. As other systems of stratification have evened out the playing field so that casuals can have a good time in PvP arenas, gear is still a decidedly unbalancing issue. |
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General: Casual Play: World vs. Game Part 2
News Discussion « General Discussion 2/22/07 10:32:51 PM
Originally posted by Chessack I don’t think the premise is false. Yeebo’s post above really spells out exactly why. The only people that didn’t need content in the beginning were the players that were already fans of MMOs. Just making a game multiplayer doesn’t negate the need to have some handholding for those that don’t get it. And since Star Wars had a much broader appeal than EQ it was absolutely foolhardy not to take into consideration that many new players wouldn’t quite get the sandbox concept. Like television shows MMOs really only get one shot to impress their audience, typically that's at launch. Once players have tested the waters and found them not to their liking they're probably never coming back. If 24 were to suddenly have sappy romantic interludes on every show it wouldn't suddenly change its demographic to include Lifetime channel watchers, it would only alienate the existing loyal fan base. And that exactly what SWG did by forcing content onto a player base that had stuck it out in the sandbox they liked for several years. While hearty MMO fans will go on at length about what a great game Star Wars was at launch in regards to the open skills system, experimental crafting, and player housing, they almost never say that the theme of the game is what kept them there. KOTOR on the other hand captured that essence. Galaxies could have been a great game, if only it had a compelling story to it from the beginning, which incidentally WoW did six times over at each starting zone. |
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why play MMORPGs? How do you prject identity in these games?
The Pub at MMORPG.COM « General Discussion 12/04/06 1:35:43 PM
1. What drives you to play MMORPGs 2. How do you prject identity in these games, or how do you use your character to portray yourself? |
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