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Originally Posted by Noah EQ2 Good post about how today games do not allow for "immergent gameplay". EQ1 allowed for it because everyone was learning what this new type of game was all about.
Giving some freedom back to the players would be great. Tweeking and adjusting to how your MMO grows is better than trying to force it into the square peg it was "originally" planned to go.
WoW has been somewhat flexible. Who thought Druids would be great tanks? Paladins great healers? Priests upper end dps? This happened because they let the game grow vs trying keep it what they initially intended. Eq did this with kiting, FD pulls, etc etc.
The next great game will embrace "live developement" and not try to force the game into the planned direction but play off its strengths that show up after launch. |
I wholeheartedly agree with this sentiment. The freedom and flexibility of gameplay was what was so exhilarating and attractive in EQ1. Fan websites about strategy and guides popped up all over the internet from rabidly enthusiastic players, just because of the sheer possibilities in the world of Norrath and its dozen or so classes. The obvious tradeoff is more headache from the devs as they react and tune in response to player behavior, but that is what keeps the game alive, breathing, organic.