|6 posts found|
OP 10/29/08 10:18:21 AM#1
Open ended sandbox is my favorite, and I think a must for future MMO's, but who all thinks like me? Possibly a lot of you actually like doing "save the village" ten times in a row...
I like following the story lines of a game, where the missions dont repeat, but in a MMO, the world is persistent, after at most 90 hours, it HAS to repeat or there is nothing to do...
Maybe a hybrid would be better in a future MMO? Where you could choose to play it as a sandbox, or a storyline, with the ability to transition at any time between the two..
What do you all think?
1. Open sandbox or 2. Hybrid, with the user being able to choose. (Close sandbox)
Community is a double-edge sword
10/30/08 9:50:19 PM#2
Honestly, I think you're grossly misunderstanding and misusing the term "open ended sandbox" but that's a post and a half in itself.
Honestly, I think the future of the MMOG will be brighter if the industry can, for starters, learn from the mistakes of many MMOGs and not repeat them. In particular, I think the following are several good points for people trying to get a game off the ground:
-Do not be afraid to be different: Swords and Sorcery is a tried troupe that can only be done so many times before you start to look like someone else. The spy genre, other historical ages, the -punk genres, and science-fiction all offer fertile ground for exploriation. Fallen Earth in particular enjoys a small but vibrant community attracted to the post-apocalypse genre. It also stands to attract even more as the game gets more polished.
-Encourage multiple personalities and playstyles. One area where SQO fails miserably is that you have to work with a often contrary community to get your ass anywhere. Soloing is impossible, PvP is often pointless, and as a result there's no escape from the personality conflicts that WILL emerge when you force a large number of people to regularly interact with each other.
-Make the player feel like he matters from the get-go. This DOES NOT mean giving him the keys to the Enterprise after character gen, but at the same time he shouldn't feel like he has to be someone's bitch to get anywhere. Just like the real world, the greatest stories are those that star a penniless peasant who, through a lot of hard work and even a greater amount of luck, manages to become an emperor in his own right.
Edit: Now I remember you, you took over Commander Burke's post after the uprising.
OP 10/30/08 10:17:30 PM#3
Open ended sanbox= no set-in-stone scripted missions, no instances, no "admin only" positions like president. and no limits.
Its impossible to solo in SQO? You have got to be kidding me...
May I introduce you to the richest, most powerful person in game? Riddick is his name. Riddick has been a solo'er from day one.
He has SOLO built the biggest richest faction in game.
But, this wasnt about SQO, so....
Community is a double-edge sword
11/01/08 1:18:37 AM#4
Yes, and if Riddick's been at it since Day One (of testing I assume,) that should tell us something since SQO didn't have a character wipe when it launched.
Anyway, your original post refers more towards a "evolving" gameworld, which is not entirely the same thing as a "open world." Technically WoW is a open world, you're free to do any number of things from crafting to combat. However the world does not evolve, a village you saved yesterday is still in trouble for the next players in line.
A evolving world is more like Planetside, where the frontlines shift back and forth between the three empires depending on who won that given day. And yes, evolving worlds are pretty cool. But they're even cooler when the world is open as well as evolving.
OP 11/01/08 2:35:45 AM#5
a open world isnt the same as evolving, and evolving worlds are definetly cool.
But WOW definetly isnt a open world. A open world means that there isnt a "save the village" quest. Its your own choice what you want to do with the village when you find it. You can save it, destroy it, conquer it and take all its money, or whatever. There is no " you must save it" quests or closed gameplay.
A open world is just a ton of options, no limiting by quests. But my thoughts were, can Closed, such as WOW in my opinion, and Open, such as well, I cant really think of a popular open game that I like :P, can exists in the same game.
Evolving is a whole nother bait shop, and planetside is awesome in that respect, and yes, a open and evolving world would be totally awesome.
12/26/08 10:41:20 AM#6
Kinda old post i know...
But i am bored, waiting for the CTS site to come back up so i can eventually d/l and try the game, so i figured i could read up (and post) some in the meantime.
On the topic:
I am an "EQ'er" - and have been for all my MMORPG life - until ~2weeks ago when they introduced the RMT thing there.
I have always been a "tech" type of character where the game offered such a career.
I'd want a game where i can craft stuff (as in "make" my own recepies - in a MMORPG setting i guess that'd mean a way to submit my idea for an item to the dev's for approval, which means they'd need to actually listen - unlike EQ-item-dev(s) )
I am not much of a PvP person, so there should be a way to avoid it (neutral faction, red-cross vehicles, fights only in the "neutral zone" or so) or at least kind of "punish" someone forcing PvP on me (like NPC Police that issue search warrants and a bounty, possibly augmented with playermoney too just to ensure enough of an incentive to fellow players more interested in PvP action to "avenge" me ;) ).
Death should never be an "end of all things" type of penalty.
Looted/scavenged items, especially when coming from the enemy, should be adoptable to my own stuff/equip - at the very least there should be a way to "re-engineer" them and add them that way to my arsenal.
I *am* a strategical thinking person, so there should be a meaningful way to influence my/my faction's "standing" in the world (shifting frontlines etc).
When operating a mining business, for example, the player should be able to hire NPC "guards" to protect the cargo carriers against piracy.
I don't like games (much anymore) that feel like jobs, so "menial" tasks should be delegable to NPC personel.
Speaking of missions:
Oh, and to top it off, it'd be cool to actually design in-game content as a player (aside the afore-mentioned scripts and items/recipes), say by using your own textures or so to decorate ships/apartments
Yes, i think this just about sums up the "ideal" MMORPG for me ;)