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General Discussion Forum » The Pub at MMORPG.COM » Which MMO has good scripted instances?

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28 posts found
  dancingstar

Hard Core Member

Joined: 11/19/11
Posts: 258

4/23/13 10:38:06 PM#21
Originally posted by Axehilt
Originally posted by udon

SWTOR has decent stories conencted to instances as does TSW.  Both use story telling in the instance lightly however since your average dungeon group is much more interested in finishing the zone than watching cut scenes.

Obviously players aren't going to be too excited by watching the same cutscene over and over again.

Collaborative dialog-cutscenes are only marginally better.

What would've been awesome is if SWTOR had all those interesting decisions play out in-game where the player is kept in constant control of their character.  Instead of some dialog option asking whether you want to murder some dude for dark side points, an icon appears next to them, and it's whether you damage them or not that determines whether you participated in the murder and became more evil.  And this applies to all the important dialog choices, not just murders; you could choose whether to activate the airlock or ignore it and walk into the next room.  Your characters and the ones you're interacting with would still voice-act nearly the same lines, but instead of losing control of your character in a dialog sequence which is almost devoid of gameplay, you would feel a little more freedom and your choices would feel more real.

The decision points in TSW's main story mission chain work pretty much like your suggestion mechanics-wise (so taking one choice might be done by interacting with a particular object, another one by attacking it), though there are precious few such choices (I count 3) and their long-term impact is currently far from clear (their medium term impact appears to be zero).

  Rynem

Novice Member

Joined: 4/23/13
Posts: 5

No matter what happen don't lose hope.

4/23/13 11:26:34 PM#22
Hi i'm new to the community. For my view I love the innovations on Guild Wars 2 dungeons today.  For the games i played before Dragon Nest also is good and SWOTR
  Genadi

Novice Member

Joined: 4/07/10
Posts: 124

Stupidity can't be taught

4/23/13 11:35:33 PM#23
Originally posted by Rynem
Hi i'm new to the community.

 

Welcome :)

  Axxar

Hard Core Member

Joined: 12/09/08
Posts: 1754

"See how I reward those who fail me!"

4/23/13 11:54:39 PM#24
I thought DDO had some good ones, but I thought the game was very meh other than that.

Currently playing: FTL, Hearthstone and Reaper of Souls.
Eagerly anticipating: Divinity: Original Sin, Elite: Dangerous, Legend of Grimrock 2 and Star Citizen.

  Axehilt

Novice Member

Joined: 5/09/09
Posts: 7213

4/24/13 12:14:22 AM#25
Originally posted by dancingstar

The decision points in TSW's main story mission chain work pretty much like your suggestion mechanics-wise (so taking one choice might be done by interacting with a particular object, another one by attacking it), though there are precious few such choices (I count 3) and their long-term impact is currently far from clear (their medium term impact appears to be zero).

Yeah that's part of the challenge of implementing this type of thing for sure (having meaninful outputs.)

For me I think one of the more dev-viable takes on the formula would be in a class-based game where your group won't have every class and you make the Choice A or B decisions based on your group composition.  The simplest (but also worst) example would be if classes tend to be good at AOE or Single-target damage but not both, and the choice determines whether you face a mob of enemies or a single boss.

But that's sort of a bad example, because I feel there are more interesting decisions you could opt for.  Stuff like if the rogue class can cloak the entire party like in WOW, and you have a choice between (A) Tough mob packs who can't spot stealthers, or (B) Weaker mob packs who can.  Again, this is only really the tip of the iceberg in terms of possibilities but it seems like you could create some interesting dynamic choices in instance runs that would help them stay fresh a little longer.

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

4/24/13 1:41:48 AM#26
Originally posted by nariusseldon
Originally posted by birdycephon
Theres lots. WoW, TSW, Neverwinter. Just to name a few.

WOW has very limited stories inside an instanced .. mostly about boss fight mechanics.

Actually, there generally are some stories. Just millions of people that haven't ever stopped to follow (gogogogogogogogooooo) any of them.

On the other hand, SWTOR tells looooots of stories...space bar, space bar. No one ever sees those, either.

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  Purutzil

Elite Member

Joined: 10/02/11
Posts: 2651

The Critical Hit Pretzel!

4/24/13 1:44:30 AM#27
TSW probably. Neverwinter has great potential, kind of following DDO's style, though with the bonus of player created dungeons which can bring interesting stories that way.
  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 17959

 
OP  4/24/13 11:11:06 AM#28
Originally posted by Icewhite
Originally posted by nariusseldon
Originally posted by birdycephon
Theres lots. WoW, TSW, Neverwinter. Just to name a few.

WOW has very limited stories inside an instanced .. mostly about boss fight mechanics.

Actually, there generally are some stories. Just millions of people that haven't ever stopped to follow (gogogogogogogogooooo) any of them.

On the other hand, SWTOR tells looooots of stories...space bar, space bar. No one ever sees those, either.

Those, i think are problems that can be fixed. Ask youself, why people follow Bioshock, or Dishonored, or Deus Ex story? That is because the events are played out in interesting ways. In Dischonored, you watched helplessly in the beginning when the Emperest was assassinated.

They need to integrate the events into the game better.

The other issue is that these kind of things you want to go through only once. While that assassination is a great scene and got stuck in my mind, i don't want to do it again, and again.

Thus, may be the MMO should make sure each person can only experience it once.

So the problem in WOW is that you can do it again and again.

The problem in TOR is that it is not done well enough with animation and scripting. I played TOR a bit .. just watching people talk is not good story telling.

 

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