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The Secret World Forum » General Discussion » Everyone tells me how "different" this game is...

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48 posts found
  Ortwig

Apprentice Member

Joined: 4/20/12
Posts: 1047

11/26/12 2:05:07 PM#41
Originally posted by DSWBeef
I havent experience such difficult dungeons since heroic blood furnace and shattered halls. TSW dungeons arnt hard due to stupid mistakes they are geniunely hard.

They really got the difficulty just about right with this game -- it's never a cakewalk or faceroll, especially starting with Savage Coast, and always just hard enough to be fun trying it again.  Been so many times when I've got a MOB down to like 5%, and then get offed.  Figuring out a new strategy that works is awesome.  Damn Ak'ab!

  MindTrigger

Advanced Member

Joined: 12/19/07
Posts: 2628

11/26/12 2:10:21 PM#42

What's different about it for me is the setting and the style of the game.  It's still just a themepark though, and a huge waste of epic potential, in my opinion.  Had this game been designed more with a hybrid or sandbox approach, focused on community and freedom, it would have done much better, IMO.  Making it a themepark dungeon grinder was a huge mistake.

I miss it.  I really do.  I miss the whole setting of the game, and my awesome character who stands out from all the others.  It's a damned shame the rest of the game doesn't live up to the potential of the characters to be unique and long lasting.

A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.

  Ortwig

Apprentice Member

Joined: 4/20/12
Posts: 1047

11/26/12 2:43:52 PM#43
Originally posted by MindTrigger

What's different about it for me is the setting and the style of the game.  It's still just a themepark though, and a huge waste of epic potential, in my opinion.  Had this game been designed more with a hybrid or sandbox approach, focused on community and freedom, it would have done much better, IMO.  Making it a themepark dungeon grinder was a huge mistake.

I miss it.  I really do.  I miss the whole setting of the game, and my awesome character who stands out from all the others.  It's a damned shame the rest of the game doesn't live up to the potential of the characters to be unique and long lasting.

Yeah, no getting around that it's a themepark.  The lead designer has stated a few things that me think they'll be taking the game a different direction -- maybe not full sandbox, but at least they are talking about horizontal progression and doing some different things in the endgame space.  The next issue introduces a huge new story arc:

"First of all, we are going to try something a little different with the mission content in Issue #5. Thus far, with every release we have been adding missions across the world, some on Solomon Island, some on Egypt and some on Transylvania. And while we will still have a couple of additional missions in Issue #5 we are also experimenting with a single, larger story arc which has several missions revolving around a new character.

These missions are about discovering the fate of Tyler Freeborn, a conspiracy theorist who was caught on Solomon Island during the incursion of the Fog, and who has now gone missing. Through this series of missions you will discover more about the nature of the filth and travel *into* the Fog for the first time.

We're really excited to try this longer type of story arc; it is one of the best perks of working on an MMO that you can experiment with new ways to do things and see how people respond to it almost immediately. This gives us an opportunity to create longer story sections, similar to what you find in the main story mission, and tell more of the story in a larger piece. Naturally story is one of the pillars upon which The Secret World rests and finding ways to drive that experience forward is one of our main goals."

Also check out some ideas for altneratives to raiding on the forums:

http://forums.thesecretworld.com/showthread.php?t=59715&highlight=exploration

 

  Kuppa

Novice Member

Joined: 9/24/10
Posts: 3443

The problem with censorship is ********

11/26/12 2:56:40 PM#44
The setting is the most "different" thing from this game. It's still themepark mmo 101. Actually I find it plays better as a single player game(story playthrough) rather than a full fledged mmo.


  MindTrigger

Advanced Member

Joined: 12/19/07
Posts: 2628

11/26/12 4:22:20 PM#45
Originally posted by Ortwig
Originally posted by MindTrigger

What's different about it for me is the setting and the style of the game.  It's still just a themepark though, and a huge waste of epic potential, in my opinion.  Had this game been designed more with a hybrid or sandbox approach, focused on community and freedom, it would have done much better, IMO.  Making it a themepark dungeon grinder was a huge mistake.

I miss it.  I really do.  I miss the whole setting of the game, and my awesome character who stands out from all the others.  It's a damned shame the rest of the game doesn't live up to the potential of the characters to be unique and long lasting.

Yeah, no getting around that it's a themepark.  The lead designer has stated a few things that me think they'll be taking the game a different direction -- maybe not full sandbox, but at least they are talking about horizontal progression and doing some different things in the endgame space.  The next issue introduces a huge new story arc:

"First of all, we are going to try something a little different with the mission content in Issue #5. Thus far, with every release we have been adding missions across the world, some on Solomon Island, some on Egypt and some on Transylvania. And while we will still have a couple of additional missions in Issue #5 we are also experimenting with a single, larger story arc which has several missions revolving around a new character.

These missions are about discovering the fate of Tyler Freeborn, a conspiracy theorist who was caught on Solomon Island during the incursion of the Fog, and who has now gone missing. Through this series of missions you will discover more about the nature of the filth and travel *into* the Fog for the first time.

We're really excited to try this longer type of story arc; it is one of the best perks of working on an MMO that you can experiment with new ways to do things and see how people respond to it almost immediately. This gives us an opportunity to create longer story sections, similar to what you find in the main story mission, and tell more of the story in a larger piece. Naturally story is one of the pillars upon which The Secret World rests and finding ways to drive that experience forward is one of our main goals."

Also check out some ideas for altneratives to raiding on the forums:

http://forums.thesecretworld.com/showthread.php?t=59715&highlight=exploration

See, in my mind this is cool and all, but they are still just playing the content chase game.  Rather than build systems into the game that will provide emergent gameplay, they are going to try to keep adding enough contrived story content to keep it interesting.  The problem is, it won't work very well.  Other companies have tried the same thing, and in the end they seem to realize that this is a no-win situation where the gamers always outpace the content, and the content is too expensive to make with any frequency.

Introducing systems rather than more story would give me some faith.  The theater is an example of a system which provides an endless amount of player driven content, but in my opinion they should have concentrated elsewhere first.  The theater is a great idea, but there are a lot of other places where gameplay systems would help the game more.

I want to make my own story in this world, not keep following someone elses.    Still it's their game, and they can do what they feel is right.  Whether or not it works for them over the longer haul remains to be seen.

A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.

  Ortwig

Apprentice Member

Joined: 4/20/12
Posts: 1047

11/26/12 5:49:45 PM#46
Originally posted by MindTrigger
Originally posted by Ortwig
Originally posted by MindTrigger

 

 

See, in my mind this is cool and all, but they are still just playing the content chase game.  Rather than build systems into the game that will provide emergent gameplay, they are going to try to keep adding enough contrived story content to keep it interesting.  The problem is, it won't work very well.  Other companies have tried the same thing, and in the end they seem to realize that this is a no-win situation where the gamers always outpace the content, and the content is too expensive to make with any frequency.

Introducing systems rather than more story would give me some faith.  The theater is an example of a system which provides an endless amount of player driven content, but in my opinion they should have concentrated elsewhere first.  The theater is a great idea, but there are a lot of other places where gameplay systems would help the game more.

I want to make my own story in this world, not keep following someone elses.    Still it's their game, and they can do what they feel is right.  Whether or not it works for them over the longer haul remains to be seen.

I'm with you on wanting more emergent content.  It's one of thoe decisions I think a company has to make early on -- Neverwinter and EQNext and ArcheAge (maybe TESO?) all seem to be planning for this at the outset. and I'm looking forward to those games.  I always thought a mix of dev and player created content would be the ideal situation. 

I know they've spoken a bit about emergent contnet in some interviews, but this all dependent on the support for it in the budget and at the top, and not sure TSW can do a lot more than incremental adds like the Albion Theater.  Even so they're doing more for RP systems than most games do.  

I do like the story and atmosphere enough for TSW that I'll continue playing, even if to play out the storylines in the game -- the characters and investigations and dungeons and ability wheel are all so well done, it will keep my interest.  If we get emergent content, even better.

  eddieg50

Hard Core Member

Joined: 6/22/05
Posts: 1478

11/27/12 9:46:27 AM#47
Originally posted by MindTrigger
Originally posted by Ortwig
Originally posted by MindTrigger

What's different about it for me is the setting and the style of the game.  It's still just a themepark though, and a huge waste of epic potential, in my opinion.  Had this game been designed more with a hybrid or sandbox approach, focused on community and freedom, it would have done much better, IMO.  Making it a themepark dungeon grinder was a huge mistake.

I miss it.  I really do.  I miss the whole setting of the game, and my awesome character who stands out from all the others.  It's a damned shame the rest of the game doesn't live up to the potential of the characters to be unique and long lasting.

Yeah, no getting around that it's a themepark.  The lead designer has stated a few things that me think they'll be taking the game a different direction -- maybe not full sandbox, but at least they are talking about horizontal progression and doing some different things in the endgame space.  The next issue introduces a huge new story arc:

"First of all, we are going to try something a little different with the mission content in Issue #5. Thus far, with every release we have been adding missions across the world, some on Solomon Island, some on Egypt and some on Transylvania. And while we will still have a couple of additional missions in Issue #5 we are also experimenting with a single, larger story arc which has several missions revolving around a new character.

These missions are about discovering the fate of Tyler Freeborn, a conspiracy theorist who was caught on Solomon Island during the incursion of the Fog, and who has now gone missing. Through this series of missions you will discover more about the nature of the filth and travel *into* the Fog for the first time.

We're really excited to try this longer type of story arc; it is one of the best perks of working on an MMO that you can experiment with new ways to do things and see how people respond to it almost immediately. This gives us an opportunity to create longer story sections, similar to what you find in the main story mission, and tell more of the story in a larger piece. Naturally story is one of the pillars upon which The Secret World rests and finding ways to drive that experience forward is one of our main goals."

Also check out some ideas for altneratives to raiding on the forums:

http://forums.thesecretworld.com/showthread.php?t=59715&highlight=exploration

See, in my mind this is cool and all, but they are still just playing the content chase game.  Rather than build systems into the game that will provide emergent gameplay, they are going to try to keep adding enough contrived story content to keep it interesting.  The problem is, it won't work very well.  Other companies have tried the same thing, and in the end they seem to realize that this is a no-win situation where the gamers always outpace the content, and the content is too expensive to make with any frequency.

Introducing systems rather than more story would give me some faith.  The theater is an example of a system which provides an endless amount of player driven content, but in my opinion they should have concentrated elsewhere first.  The theater is a great idea, but there are a lot of other places where gameplay systems would help the game more.

I want to make my own story in this world, not keep following someone elses.    Still it's their game, and they can do what they feel is right.  Whether or not it works for them over the longer haul remains to be seen.

   This is not a game where you make your own story and I do not think it will ever be, it is a story driven game.  Xyson is the game for you

  DSWBeef

Advanced Member

Joined: 8/11/09
Posts: 772

11/29/12 1:46:36 AM#48
Well with funcom revamping AoCs crafting we may see some revamps and additions of feature if its successful. I hope it is.

Playing: Archeage Alpha, World of Warcraft, and Diablo 3
Waiting on: Archeage, Everquest Next and The Black Desert

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