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12/03/12 4:31:52 AM#541
Originally posted by Lobotomist One problem, the majority of MMO players are not true MMO players, most are single player rpg players. Waiting for:ArcheAge |
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12/03/12 4:50:15 AM#542
Originally posted by toddze Indeed, however 90% of the majority of those player have never acualy tried a real MMORPG and dont know anything about them. I can ask in most game what was the first MMORPG and most of them will say World of Warcraft. If a company were to make a real MMORPG well you may see alot of that majorty acualy give the game a try and with anyluck they wont try and change the game to be a WoW clone and they will acualy enjoy it. |
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12/03/12 6:12:45 AM#543
Originally posted by lizardbones My point was that you and other are intentionally steering the discussion towards "purist sanboxes like eve" vs everything else, just to bash eve and uo on sub numbers and profit. We had early wow, aion, lineage 2, runescape, aoc, all games which, despite their other shortcomings, sufficiently "sold" a big world, player interaction, economy and politics (in varied degrees, ofcourse). But ofcourse it is easier to just say "No." as you did last time and repeat the "sandbox no profit" mantra (twice). Flame on! :)
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12/03/12 8:31:05 AM#544
I'm not steering the conversation towards Eve, SWG and UO. I can't help it if people keep bringing those games up as proof of something. I could try not responding, but what would be the fun of that? WoW has a big environment, but it's not a world of the type the OP is talking about. Even in the areas where dynamic content exists, the world is simply reflecting the part of the path the player is on. It's not a dynamic response to the player. It is certainly big, but it is static. AoC is the same way. The games present the player with a story, with a clear path with a beginning, middle and end. Rift has a far more responsive and dynamic 'world' than either WoW or AoC. It's a tiny environment, but it has more dynamic content. It's not a world though...the players are still following a story path. The op is talking about interactive worlds that respond to player activities with more content. You will have to go a long ways to show that WoW, Aion and AoC sold some sort of interactive world. I have no idea about L2. ** edit ** People are bringing up sandbox games because they are a much better fit for the OP's goal of 'worlds', while theme parks are a much better fit for 'games'. Join the League For Gamers. |
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12/03/12 8:41:18 AM#545
What is a "true" MMORPG player? If most of the players are not "true" MMORPG players, why would any developer bother with creating games for "true" MMORPG players? Join the League For Gamers. |
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12/03/12 8:58:06 AM#546
I will probably wait until they release before I say anything about the games themselves. I've been burned a few times on the "this is the great sandbox hope" train. However, skipping ahead, why are developers starting to try more 'world' based games and mechanics? I can think of a couple reasons. * They're out of ideas for theme park style games. They can come up with new IPs, but are at a loss for new content and mechanics in a theme park setting that isn't just a slight variation on existing games. * Theme parks do not provide longevity and they now know they can't provide enough content to players in that setting. Adding player interaction via sandbox mechanics will add longevity to their games. * Adding the sandbox content isn't going to cost them more money compared to adding a lot of theme park content. There is a cost justification. I don't think content like what the OP has described will really make it in though. It's not a cost thing, players will just break whatever dynamic and interactive systems the developers put in there. Join the League For Gamers. |
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12/03/12 12:01:22 PM#547
Originally posted by Onomas Because despite what you believe, companies try new things all the time. Some becomes popualr (like Dishonored), and some not so much (like the new Xcom remake). In fact, you can't say these 9 games are popular until they are out, can you? |
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12/03/12 12:03:01 PM#548
Originally posted by toddze Why is this a "problem"? MMO should be adapting to players, not the other way around. There is nothing sacred about "true MMOs" .. they are just a form of entertainment. |
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12/03/12 12:26:09 PM#549
Originally posted by toddze uh no, i know plenty of people who are mmo players who have never touched a single player rpg in their lives. they started playing WoW because they liked the game world, the ideas behind WoW and playing a game you gain levels and items in. what the heck makes a "true" mmo player? someone who agrees with the mantra you guys are repeating? i've played UO, EQ1,daoc, and pretty much all the other mmos that came before WoW, i see no difference between WoW and everquest, except that WoW makes you feel more like a hero and less like an extermantor of orcs. what makes a world? seamlessness? scope of the world? zone size? non-combat things? deepness of tradeskills? need for other players?
is it possible to articulate it? i start to wonder if they should change the name from mmorpg.com to grumpyoldmmoplayerretirementhome.com too long though.
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12/03/12 4:17:09 PM#550
Originally posted by demongoat This site is covering non-world online games like LOL, WOT, Diablo anyway. The genre needs to expand. There is no reason why good MMO features cannot go into other online games and vice versa. |
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12/03/12 5:09:40 PM#551
Originally posted by nariusseldon Enough already, we all understand that games are entertainment. You are not having an epiphany the 20 times a day you post this. lol. Also, I am completely aware that you are struggling to understand why some of us hold this genre in a different light. A lot of us treat MMOs as more of a hobby than a mere game. They aren't "sacred", that's just being dramatic and silly. The concept of playing a game in a huge world with massive amounts of other players, that had so much to offer that people could potentially play for periods longer than a few weeks or months is what brought me here. Commitment to a good mmo does not mean that that's the only game that can be played. I have still remained a RTS/FPS gamer throughout my time with MMOs. Singleplayer/multiplayer online games have all benefitted from borrowed MMO features and design. MMOs, on the hand, have had their foundation ripped out and are quickly losing any sense of what they were intended for. Now we have people literally gobbling them up like potato chips because they have zero lasting power. MMOs really got the shit end of the stick as these new disposable gamers started flooding the industry. You might be having a fiesta with this unfortunate abomination, but surely you can see why so many of us do not like where this genre is heading. Frankly, when we do get to the other side, I doubt many will be thrilled with the end result; yourself included. "When you understand why you dismiss all the other possible gods, you will understand why I dismiss yours." -Stephen F Roberts |
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VengeSunsoar
Elite Member
Joined: 3/10/04
GRIND DOES NOT EXIST. IT IS ENTIRELY YOUR PERCEPTION. |
12/03/12 6:01:44 PM#552
Originally posted by Cecropia It's not that we don't understand. We do understand however we do not agree. I don't agree that MMO's have had their foundation ripped out from under them. I do feel they are becoming more and more inclusive they are having more varied experiences. I do feel that MMO's by and large have significantly been positively impacted by the inclusion of many things that are in spg. Today even with a busier schedule, I feel I have far more value for my dollar, far more choice in what games to play and how to pay for them, and far more choice in how I choose to play the game than in days gone by. I see this trend increasing. Other people don't like them, thats fine. I by and large don't like many games either (be they spg, mmo, muliplayer, fps...) that hasn't really changed from basically my whole life. You know, in ancient Egypt. One of the hieroglyphics on the walls of the pyramids actually says 'I am upset as my heir will ruin my kingdom' or something to that affect. This is 5000BC stuff and you know what? Nothing has changed. :P |
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12/03/12 11:35:04 PM#553
Originally posted by nariusseldon Sure i can, just look at the front page ;) And you keep comparing single player games to mmorpgs, yet again. We dont care about your single player games, we are sandbox junkies.....get it? |
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Lobotomist
Hard Core Member
Joined: 5/20/07
I got so much |
Ok, you want a good example of a virtual world game that changes according to players influence and creates its own "themepark" naturally - Here is Elite: Dangerous dev diary 2 |
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12/04/12 2:04:49 AM#555
Bigga, fat worlds! Round like a pregnant women's belly. Bursting with fruit.
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12/04/12 3:23:35 AM#556
Originally posted by Lobotomist So... its a system similar to what GW2 uses plus a touch of WAR where completing missions will advance your side's influence? Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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Lobotomist
Hard Core Member
Joined: 5/20/07
I got so much |
Originally posted by Quirhid Yes and no What you mention would be themepark simulation of the real thing. Premade events set to trigger if certan requirements are met. It looks like the real thing , but as all themepark its just a prop. In example of virtual world changes are not prescripted events they are run by NPC AI. For example if a certain faction (planet in above elite example) is suffering food shortage it will start importing food , perhaps try to invide other faction and steal their food. Other faction will maybe take advantage of their weaknes and attack , or blocade food import. Anything can happen and its not pre-scripted at all (as in examples you mentioned) And this time themepark players (the ones that enjoy quests and story) will really have what to talk about with their friends :) |
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12/04/12 4:38:14 AM#558
I was very interested in the concept of putting a themepark in the same game as a sandbox. it is something we have talked about on here before. The idea that one lot of players goes one way, doing all the quests, running the raids and so on. While another group of players goes of and never does a quest, they pillage a village or build one, craft a set of armour and puts their name on it, dam a river and start a fisihing industry. Hard to achieve, but the best of both worlds. |
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12/04/12 6:13:17 AM#559
Originally posted by Lobotomist You don't know whether they are scripted or not (likely to an extent, they are) and even if they weren't the end result is the same. Don't see what the fuzz is about. There's not much difference. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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12/04/12 6:26:24 AM#560
Originally posted by Scot again I'm in agreement with you.. I have always wanted a game that is built like a spider web.. Imagine a game that has 6 starting races and cities.. Each race owning a section of land that allows each to reach max level without ever leaving their home faction.. So if you have a new zone per 10 levels, you would have 6 zones per race, making it 36 zones FOR themepark enthuist.. In addition I would have 6 zones that are basically "sandbox".. Anyone at any given time can go into these zones voluntarly and take part of the sandbox.. Therefore we end up 42 zones in all.. Each zone would have their own sub factions and perks as well, and players would not be limited to only doing their home faction.. Just like GW2 has done, players can cross race zones at anytime and enjoy ALL 42 zones.. However, I do want to see leveling alot slower then it is now.. For someone to build up faction in all 42 zones takes more then just a few months.. I'm talking YEARS.. When a character starts their lifetime journey, I want them to be able to customize their biography based on their personal actions, not be some predetermines storyline themepark.. Example would be if I started an elf druid, while another players started a human druid.. By the time the both of us are max level, our choices on what zones we ventured in, and our actions will make us unique.. Having 6 zones per stage of leveling, (if I did my math right) means the odds of meeting another character that chose the same path as you did is 1 of 46,656.... Sure eventually over the years, everyone will have faction in all 6 starting races and 36 sub factions.. BUT that will take years, and I do means more then 2.. I'm thinking 4 or 5 years for the hardcore players.. by then more zones would have been produces and you have more zones to play in.. |
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