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All Posts by Silvarianne

All Posts by Silvarianne

2 Pages 1 2 »
33 posts found

I think that ignoring what the other side of the world does is just not feasible anymore in today's MMO market. P2P games are increasingl popular simply because with so many MMOs already in and coming into the market and older gamers like myself finding that due to work and other life commitments, I don't have as much time to play mmos on a fixed regular basis, (think raiding guild time commitments) I now not longer look at subscription based MMOs as something I want to spend on especially if I only get to play in earnest only on my days off from work.

That game Prius online or Anima online looks interesting and is actually has done something refreshingly new in a game. Something that the "western" gaming companies seem to want to avoid. War Hammer online, Conan, and other "recent" western MMORPGs haven't exactly been all that good in terms of content either.

So thank you Richard,  for continuing to look at what the other side of the world are coming up with, one can only hope that the best of both can somehow merge and give us gamers that next great game.

I think the "free" part plays a huge role in why those of us who are tired of paying a subscription to games that aren't any better then then PWI. I mean, there's even an expansion coming soon, which i will assume will be free which in any other MMO of this scale would have charged us $40.00 (okies...$39.99) or more.

As I have said before in another post, PWI isn't the "best" game but its a darned good one. Throw in the "Free to play" factor and I really do wonder why the games I paid for and subscribe to, can't come up stuff that a free game like this gives away for free.


Originally posted by Raserei

1.) Does this game have a cool item system? (For example, Diablo 2, Archlord, ect... Where any mob can drop cool items.. Sets, uniques, rares, ect.. Or is this game boring items like Maple Story, where most stuff is store bought and very little customizatio on gear) 

Depends. Armor and weapons are more or less cookie cut depending on level, though there are variations to stats on armor if they are crafted. Throw in Legendary gear, which looks awesome but as the moniker suggests, aren't easy to get.

 

2.) Is this game solo friendly?

 At the lower levels yes. But like most MMOs, as you get into the higher levels, certain key quests which unlocks abilities and skillls require you to find a good group to complete. Aptly nicknamed "FBs" (for final boss_level) usually at lvl 19, 29, 39...and so on. Rewards for these quests however are pretty awesome if you complete the quest at around the level it was meant to be done.

Usually with an item with stats that are usually one tier up.

 

3.) Crafting? (If yes, what kind? Worth it?)

 Yes and its the only way to get Legendary items (as far as I know). Which require you to find a mold, (rare drop) and materials, (clickies on the ground).

As for what kind, you can be an armorer, smith (weapons), Chemist (potions and other stuff that essentially gives you buffs that no class has) and Jeweler. You can pick up all but might want to focus on just one. :)

 

4.) Other than leveling, what is there to do? (Early game , mid game, and end game)

 That depends on if you are on the PVE or PVP server. Both have Territory wars, though on the PVP server this can carry into “regular” play as members of opposing factions can and often attack each other out of “sanctioned” pvp. To be fair I don't know how to answer your question. Like every MMO out there, levels, equipment and the process of getting them counts for a good portion of the game. Take that out and what is left really depends on what you want to do in the game.


Technically, my first "mmos" were MUDs and I assume you guys mean the more recent grapchic "enchanced" multiplayer games, no?

That being the case, my first would be UO. I had a pretty much had a love hate relationship with it though. Loved and hated the pvp aspect, loved the excitement, hated the exploits. I still remember my guild "tenting" someone's keep door area then filling the "courtyard" with liches and dragons. The fact that we stooped so low, and was able to get away with it, till they "fixed" it (almost 3 weeks later) didn't inspire confidence in the game's powers who were. (gms, admins).

The game that gave me the best memories was EQ though. Regardles of my own distaste and hate of the Evercamp that EQ was, EQ hit on a nerve that very games today could do. It came at the right time, with the right technology and to be honest, I guess right mix of exploration and wonderment of discovery in a pve enviroment that gave people tired of UO. To me though, perhaps more importantly was EQ's player community. Somehow, people were different on EQ, more cooperative, much more cohesive as a community then what was found in UO. EQ has its faults, but for a game that gave me almost 8 years worth of memories, that's worth something.

Every MMO has "grinding" in one form or another but Everquest went from "fun" to downright silly. You know somethings smells when you people argue, fight and contest over a rare drop item off a once a once a day (24hours) mob that dies 15 secs the moment it spawns. Not to mention getting keys off a long quest chain that required you to kill a once a week mob with at least 30 to 40 people (at its introduction, later when people had better gear it got easier, but to get better gear...) but only drops at best 4 keys. Do the math on this one. :)

Everquest would have been better named, Evercamp N Grind.

I have to agree that this game is definitely one of the better MMOs available at this point even counting Warhammer online or WoW, and yes, I know Wrath of the Lich King is coming...


I will say though that I have been playing the game only for about a little more then a week, on my now limited play time due to family and work but I did get to lvl 27 so while I may not have experienced much of the game yet, its still a fair amount of time spent.
 

Is it the Best? That's debateable but I do feel that it seems that way too many people nitpick on certain aspects of the game that *exists* in other games just because its a "free Asian F2P game".
For example, graphics and character customization. Reading on the various posts, you get the general idea that both are rather outstanding and they are, the character customization especially, is definitely one of the best if not the best found in any MMO, free to play or otherwise. Though i wished for the fact that I could customise my hair, but that's a different matter anyways.


However, again, several posters claim that this isn't "new" technology. That the graphics are "older" then they should be, and character customization isn't all that important since you can't see all that much detail once you zoom out and playing the game. Well excuse me, but isn't that part of what game and character immersion is all about? The ability to create a character that looks quite like you in real life is pretty immersive I would say. Of course I did a little digital plastic surgery on myself (think the $500,000 kind...and no...not DDD cups ) and prettied myself a little but who wouldn't?
 

The fact that it is FREE, however does make you wonder about a few things. Why aren’t other games giving the same value when you have to pay to play?
 

I recently cancelled my EQ2, DAOC and WoW accounts, because let’s face it, maintaining several pay to play MMOs just doesn't make any more sense to me. Not only I don't have the time to play all these games as much as I would like any more, for the most part, they are hardly any more different then the "Asian grind mmos" that many here seem to dislike. Why should I pay to play any game that requires me to grind, and regardless of what many say, WoW *does* make you grind, when there are other games just as good out there that are free to play?
 

Lore you say? Well I don't buy that. Log in into ANY WoW (or any other MMO) server and you'll have a good amount of people who just click their way through the quest box and not even bother to READ quest text. The lore might be there, but to these people, it might as well be non-existent.
To be honest, Perfect World's Lore is there but sadly quite a bit I think is lost to translation. To the few who would bother to play, read and try to understand what's going on, there's quite a bit of lore and history in this game's world that makes it rather interesting to play.
 

That view might change when I hit lvl 60 or higher but that's quite a ways down the road.

 

I remembered when Mechwarrior II came out, with Netmech, more then quite a few players banded together and formed a persistent world of sorts. It was a thing of beauty then.
Imagine all that with the true MMO experience of inter house politics, espionage, Clan warfare and the pvp aspect of it all...*drools*
I wannnnnnnnnnnntttt!

House Kurita!
Feel the Dragon's Wrath!
Originally posted by Tyrgris 

BTW, DR isn't even an Item Mall game so I don't know why you add it to your Item Mall support list. DR is free to play, but if you want the better stuff you just have to pay 5 bucks a month. there is no IP4RLC like most other Asian based games have. So I don't see why you even mention it.


Read my post again.
I didn't say that DR was an item mall game. I said it was free to get, free to play.
They didn't choose to put in an item mall, instead they have a small monthly subscription and I think that's in consideration for US costumers who like you would probably be more comfortable with paying a monthly fee instead of buying outright IP items to use in the game.

But you still missed the whole point of what I was saying.
The problem with the industry is

1) Unlike single player games where we know exactly what we are getting, MMOs aren't so easily defined and customers at this point pay to try a game that they don't even know is in a playable state. (Vanguard)

2) MMO games evolves over time so the game that you are playing now might very well be VERY different 6 months, 12 months, 18 months from now. This state of change can put people off after investing time *and* money in the game. More so if the game is broken from the start, and fixes are promised by in reality aren't possible for months if they even get  fixed. Heavy Subscription based models just drives the message home that you while are paying for something you might not be paying for what you want.

3) Free to play , Free to get games is not a model that the US MMO industry should ignore.

More then anything when games become free to get / free to play it has to be able to at least stand on their own merit . I mean if its really bad, people would stop playing. If its any good, you'd have that many eyeballs in your game that you can then :

1) sell add info to as you suggested
2) item mall stuff  if that is their route
3) game merchandising
4) Other means of income that I'll leave people better at marketing at

The thing is, if a game is free to get, free to play,  its really a win win situation,  if they come up with something good, people will want to play it. Because its free, accessibility is so much higher which means more people would be willing to try and if you have the numbers, companies would be more then likely to want to advertise in the game. I'd be more then willing to bet that Addidas or Nike would kill to be able to put their logo on one of the higher end WoW boots.

But coming back to that, Adds might be too intrusive. I for one would not want my Armor to have a huge "?GUESS?" logo on it, and because of that, I actually prefer the item mall route. Adds might work if done right, but it really depends on how well such Adds are received. Between the two I personally feel that item mall is the less intrusive of the two.


Or someone might actually come out with a third option.
Which is why I keep saying that the US MMO gaming industry needs to sit up and pay attention to what's happening in Korea and how they are marketing their games. True, at this point Korean games aren't that great to start with but if we all take down what's wrong with those games it basically boils down to a few things which are :
1) Grind fest centric
2) Males usually rendered too effeminately, I don't see people complain about the females
3) content

What Korean games do have that is usually lacking from US titles can be boiled down to PVP content. Most if not all Korean titles have PvP as a major part of the game and usually the PVP mechanics are done well. Where they usually drop the ball is the above mentioned issues.

Now lets take a game like WoW for example.  If given the current content, remove the Pay to Play and start an item Mall service for specific items like unique mounts or armor sets, how much more popular and accessible do you think it'll become?
Do you think they'd make any money in this case if players are given options to buy "special" potions or items that will last say ..a month at a relatively cheap price per item, say US$1 to US$4?
Add in servers where the Alliance vs Horde conflict is emphasised and players can take over towns and control them ala Lineage II how much more immersive  will that be? Would you play such a game? Would making the game world change persistently depending on player's actions be well received?

I honestly do think that it would be even more accessible to more players, so obviously you'd get more "bad players" but if the company's aim  is to make money from their game, do you think they'd have enough players to hit critical mass if a game like WoW i is made Free to get, free to play and income is based on item mall purchase?
The bottom line, do you think they'll make a profit?.

Would even the US MMO gaming industry even consider such a model?
I know Dungeon runners is the first, it isn't the best of games...but its better then some other junk I have played. :)
But would other developers follow suit and make better games that would be free to get, free to play?
Originally posted by vajuras
Originally posted by Eridanix
Originally posted by Silvarianne

And speaking of skills, I won't be too happy about that just yet.
Any skill tree would require some form of grinding or as I see it, time investment put into the game.  So until the game comes out, I won't be too exuberant about what its "supposed" to do because it might just be too over-hyped and can't deliver what is expected from it.

The real difficulty in any MMO where open pvp is part of the game feature is the need to balance the predator / prey relationship. If its just slightly off,  the game won't work.
Or at least that is how I feel. You can't have an open pvp game without prey, and you don't have prey if enough of them feel victimised and leave the game.
Loosing in such a game needs to have the loosing player feel that they lost "fair and square" as well as while there is a sting, its not too hard or impossible to recover from his or her loss of items / money.
Think of it as kind of a PVP food chain.
If you don't have the bottom feeders, the predators will die out of boredom.  You just have to ensure that there is enough balance in the game that those at the bottom of the food chain don't leave altogether.


     I find an unavoidable logic in these words; when hardcore PvP'ers or UO's PK-likes rumbles down the hill and punch to death and somewhat starvation the other players is no need to say how fast subs will be cancelled. There must be an equation, an equilibrium - so difficult to achieve- that keeps PvP'ers and PvE'rs ~such as questers, scouts or crafters~ tied to common ambition and both getting fun. Old UO is almost the perfection. But is this, old. I think we'll be in the need to move into the PvE'rs scenario to find our prey, and it means, in nowadays terms, that maybe the RvR is the present and future for PvP, as DAoC showed and WAR is appealing to.

 

Hm, the prey relationship is not the thing we should be focused. nor skill progression. The pace of skills is determined by the developer. In the end, the more linear the skill development the better. the distance between noob and vet cannot be great. So vertical advancement we see in games like WoW, city of heroes, and countless others are thrown out the window

As long as the newbie can fight a vet there is no predator / prey. I propose basic fighting skills for all players. Whether dedicated crafters are weaker then the dedicated warrior well I do think the soldier specialization has the edge of course. but the harvester can have escape skills at the very least. ways to avoid confrontation. This sort of skill is also useful to Thieves and many other careers

That issue can also be resolved but it will be tough to design. It takes a designer serious about pvp balance

In Starport there is no skill progression for instance. That extreme works just fine. The Guild Wars approach giving everyone basic combat skills that are viable work as well

This is not a system that caters to veteran like current MMOs directly. Wer're talking player driven content fully and a system where player skill counts. The guild wars endgame pvp has all these traits. Noobs kill the vets just fine. there is no prey relationship per se. Crafters should be running this system- not victims of it. They will control the economy. Remember- for this to work it has to be 100% player created loot and no instances for farming. Crafters will have to be willing to make the risk. We cant let these guys get camped. respawning butt naked and being helpless is a no-no. Give them basic gear at the least- explain its what your 'Faction' allots to them. Or give them natural, martial skills to defend themselves while butt naked. Give them evasion and abilities to avoid combat like EvE at the very least if you gonna gimp their combat skills.

but that cant be victims. We need to empower the Crafters here. We need these guys for this model to work



Umm, I don't get you. What you are suggesting IS a relationship that effects the predator / prey relationship.  You just changed the rules for one set of player type essentially saying that make one "class" set sacrosanct against PvPers. How is that open PVP?
You are going off your own design here. Why crafters? Why empower them if its supposed to be .....full open pvp... meaning anyone and everyone can be killed?
Which is what most of us are saying, you cannot have full open PVP today because it has issues.

Then there are other issues with your sandbox idea. If there is no armor or  weapon differences, why even have crafters? Just have npcs sell the stuff. Because now what you have created is a class that doesn't need armor nor weapons, have the ability to fight toe to toe against a pvper *with weapons and armor*  and to top it all off, they have better evasion and dodge abilities?  (read that as better skill sets)  That's ridiculous.
They want to mine, go hire bodyguards, as you keep saying, its supposed to be a sandbox game so let them get some protection on their own.  That is open pvp.  What you just come up with is not.

Now, stop and think for a moment as a griefer would, do you honestly think I'd want to actually play "fair" and come at you one on one? No, I'd get 20 -40 of my pals or guild (back in UO we once saw a 150 strong PK guild)  and swarm over you like locusts.  I know we did in UO when the general population wised up and decided to fight back, but when you come in force and concentrate on just killing and not care about rewards, trust me on this, most other players won't care to fight back, they'd rather run away.

As a pvper, I can say this, full open pvp doesn't work any more. You'd need check and balance and as you yourself came up with, some mechanism to keep players safe or ways to protect them. Then its no longer "full open pvp".  I honestly don't want it back because full open pvp game style brings out the worst in people and trust me, people who PK for the fun of it, or just to grief, will find loopholes and ways to exploit the system. 
Like getting the guild to make 30 "crafters" then go on a killing spree because we can fight butt naked and still stand toe to toe against anyone else and STILL get kills. :)
I personally think that the "static" game world is the one thing that developers can work with given the current technology.
Like it or not, graphics now a days is kind of a given, a game that looked made 5-8 years ago won't be picked up by today's gamers nor would you settle for "bloops and bleeps" for sound or pure dumbed down AI that takes out the " I " in AI .

What they can do though is bring back developer involvement and creation in the games. As I have posted in another thread, some of the most memorable events while playing MMOs wasn't that I got uber loot, wasn't that we killed some uber  boss mob but when we became part of the game world's lore via events that effect and change the game world as we played.  MMOs need more of that and less of  "end game raids" because ultimately , repeatable "events" are just that...repeatable ...and after doing such so many times, its not fun anymore.
Don't get me wrong, I was a Dread Lady for a while when I was in UO and pretty much loved the pvp aspect of the game cept for certain huge issues which the developers never addressed but that's another thing altogether. I didn't say UO failed, but you have to admit that that style of game-play did frustrate a good many players, myself included at certain times and that while its still the only true open pvp, full player looting game available, its not getting any real numbers in new subscribers anymore. Grinding is atill a problem with it though and because of that and the open pvp player looting system, a good number of players jumped ship when EQ came out.

Part of it of course is that its old, but if anything, EQ when it came out showed that people wanted to play a game that they want to play and not be dictated by PKers such as myself or any of the other "reds" they met in game.

What I am saying is that as much as I enjoy being the predator, it has to mean something being one. There is no point of an open pvp player looting system if I have nothing to gain from it , or I have totally nothing to loose. But at the same time, if ever I find myself as prey meaning that I just lost everything to a better player, there must be a balance where I can get back on my feet and not be the "walking dead" as soon as I step out of town. Which was UO's mechanism and we know how much frustration that brought.

And speaking of skills, I won't be too happy about that just yet.
Any skill tree would require some form of grinding or as I see it, time investment put into the game.  So until the game comes out, I won't be too exuberant about what its "supposed" to do because it might just be too over-hyped and can't deliver what is expected from it.

The real difficulty in any MMO where open pvp is part of the game feature is the need to balance the predator / prey relationship. If its just slightly off,  the game won't work.
Or at least that is how I feel. You can't have an open pvp game without prey, and you don't have prey if enough of them feel victimised and leave the game.
Loosing in such a game needs to have the loosing player feel that they lost "fair and square" as well as while there is a sting, its not too hard or impossible to recover from his or her loss of items / money.
Think of it as kind of a PVP food chain.
If you don't have the bottom feeders, the predators will die out of boredom.  You just have to ensure that there is enough balance in the game that those at the bottom of the food chain don't leave altogether.

So far, I haven't found a game that does that well other then DAOC (which isn't really full open pvp but its still one of the best PVP game I have played) and Lineage II.
If they do make a KOTOR MMO, I want to have my own HK47.
Uhh, that's just the background lore.
What I consider a "good" story is when I play the game and the lore persists.  A good number of  such games have this great "back ground" story but it doesn't mean anything once you start playing.
The quests, your exploration, even why you are out there killing or skilling up has no other relation to the game lore and all you do is grind.
What makes a good game world compared to a crappy one is how the game takes its background lore and puts you into its world. Places you go must have a history, key items you get must have a tale behind it, and more important, you the player must be part of that story or at least the "continuing" part of that lore.

That is what is missing in MMOs today. Earlier someone posted about Earth and Beyond, and how they destroyed Mars which was actually one of the "starting towns" in that game. Doing stuff like that involved the players in a huge world event with a kind of persistant world effect makes all the difference in making the player feel like they are in the world and not just grinding to get levels.
I don't know how open pvp player looting games are going to avoid the grind fest trap to be honest.
I mean, money and equipment looting is only viable if the loot is of value in the first place, aka you need some time invested in them either by grinding for gold or materials to craft for these items otherwise there is no point of making player looting an option. Lineage II has got the player looting system down right I would think.

But then I keep hearing that people don't want the grind, which then needs to be addressed , what kind of value then would you assign to equipment and how much time do you think is needed to acquire them?
Make it too easy, again, you'll trivialise loosing such equipment and then there is no reason to loose them in the first place, make it too hard and players will quit in frustration because once you loose your equipment , in an open pvp player looting environment you now have this really big sign on your back that says "KILL ME NOW, I am helpless" .
Much like when i used to prey on miners in UO

Now, if you just have a game that's only focused on the pvp aspect and no item / resource gathering, how is that different then just firing up a FPS and just go at it? I mean that's your open PVP environment right there.
But the mention of player looting brings one thing right to the forefront. You need someone to prey on, and here is the catch, make it too hard for your prey to succeed and be able to defend himself, and very soon you won't have anyone to prey on and the game will die which was what happened to UO.
Well its not completely dead yet...but I wouldn't call it healthy either.

The thing is, there are very very few PVP games that did well, and those that did such as Lineage II, Dark Age of Camelot and UO had more then just PVP as the primary game mechanism. DAOC for example was all about PVP, and pre-Atlantis expansion was probably the best PVP centric game simply because they took out the equipment factor meaning that the better person or team won a combat encounter with other players since everyone essentially had the same equipment. They took out the loss factor of dying other then pride and time wasted but put in gains for pvping, as you'd gain subset skills that would give you that slight edge for actually winning. Its not much but it does reward someone for going out there to pvp

Lineage II has a different take on the whole PVP spin but its geared more towards community minded players and people who are willing to work within huge (200 members or more strong) guilds towards a common goal.
City Sieges are fun.
Oh as well as  dealing with drive by gang bangs by rival guilds. :) But as everyone pointed out, they do have a heavy grind towards both leveling as well as resources gathering, Adenas are hard to come by and unless you grind, you won't be able to afford better armor, weapons. Especially if you loose them after being killed by a rival.
But then again, that's part of what open pvp, player looting is all about.
There is NO point of putting in a player looting mechanism if the loot is not of value or as a means of removing the other player's time investment into the game.

I don't know if Darkfall can over come these obstacles and to be honest, I don't think they will.
That is if it even gets out at all.
Till it becomes open public beta, I won't hold my breath on games that promise open pvp, player looting and with no "grind" to boot.


Silvarianne
Well, if you just want to waste a bit of time till the next big thing comes, Rapplez is not too bad for a free to get, free to play game. Its sort of like Lineage II light... sort of, minus the huge siege warfare pvp .  
If you prefer to go the purchase, pay to play there isn't really that much of a choice out there other then, WoW, EQ2, EVE or maybe Lineage II if you don't mind grinding and open PvP.
Being SoE the only betrayal in game would be theirs.
Of all the games I have played, as far back the older muds such as Darkness Falls (Mythic) to UO to today's current MMOs, I think the most original and most in death in Lore as well as how that lore and story carries the player forward in the game was the one from the EQ universe and to an extent, EQ2's lore and story.
Depending on where you start in the game, which was in great part determined by race and alignment, each player from the start is hip deep in lore that is part of the game.  Part of the what made EQ such a hit was that the game used that lore to push the player forward and you learned more and more about the world you are in.  The first time you entered the Karanas and saw the bridge, the first time you walked into Highpass and as you turned the corner, run into the orc blockade, or the first time you fought your way up into Mistmoore and saw the castle for the first time.  Everything had a huge and deep storyline. 

That is, if people bothered to do the "area" quests and actually read the quest texts.


Earlier in the game's life there were quite a few "World events" where players were involved and saw how the world they played in changed forever. One of the largest and most memorable to the veterans was The razing of Kitichor forests where  the madness that were the deciples of Innoruuk and Cazic-Thule who together worked to open portals to get allies to aid the battle when they were stopped at Highpass Keep was just pure "in the moment" ...you just had to be there, players of good alignment (mostly ) from all over came together and fought shoulder to shoulder against a horde of monsters and held the line.  That part of the "lore" was later put into the game which made the players felt like they *were* really living in a real breathing world.

But that was during the "early" years.
Players then didn't care about the grind because more then likely, like me, they felt that they were playing a game that truly let them be the heroes and that they were involved in part of the game lore as the game progressed.
But things changed and it became more apparent when the first Expansion, Ruins of Kunark  (March 2000) that the game designers were starting to go towards itemization growth path and while the story and lore was still top notch, it fell behind in development due to poor item / class balancing issues that the expansion brought. 

But that's another story for another time.

Ryzom would be the other game wtih a very unique and beautiful story ...if people bothered to read quest text and delve into the lore.

But I'll stick with the original EQ as one of the best lore and story in a game. Its too bad that even with all its richness in lore  involving betrayals, politics, divine conflict between the Gods, conflict between Freeport and Qeynos and the races caught in between, that the developers didn't take the game and carried on with their early penchant for "lore" events. Instead they found that its more profitable and easier to just release "expansions".
Originally posted by ownedyou1
Originally posted by Silvarianne
Why do people do that? "xxxx is the BEST GAME EVER!" when there isn't even a game to play.
Reminds me of all the hype and things said  about Vanguard while its in development.... "Vanguard is the BEST GAME EVER!" ....
Right....

Darkfall 'the best mmo ever'


you forgot the marks around the best mmo ever.
Well no, I was taking the statement of the original poster and he sure as heck wasn't saying that  Darkfall is the "best mmo ever!" ....
which would imply sarcasm.
I do believe that he really meant it,  like as if there was an actual game we all could play.

I might be wrong of course. But I don't think so.
All this "best game ever!" tag kinda smells like 3 month old mayo left out of the fridge, there will never ever be a "best game" ever simply because I don't believe you can make a game to please everyone. 
Why do people do that? "xxxx is the BEST GAME EVER!" when there isn't even a game to play.
Reminds me of all the hype and things said  about Vanguard while its in development.... "Vanguard is the BEST GAME EVER!" ....
Right....
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