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| | #976 (permalink) | |
| Disco Disco! Good Good! Join Date: May 2006 Location: Italy
Posts: 914
+8 Internets | Quote:
Personally I love EQ2, it's seriously a good game, with combat that is not on par with other games, but can still be quite fun. I play(ed) WoW because my friends were there, but now I said "stop" as the game is not really appealing to me anymore and the last few months were just a waste of my time. Time invested is maybe important if you are a virgin in these games, I couldn't care less, nor I did when I left my 400 days of played each, cleric/bard duo in EQ1 to try new games. I know that argument exists for some, but certainly not for me. I personally know exclusively old school players and they all left WoW or are leaving it because it's bland and has only raiding as its focal point (and some of it sucks as well). I imagine that 15€ are 15€ wherever they come from, so Blizzard doesn't care enough to cater to such demographic as long as subs keep increasing. I just hope that one MMO in the next year or two will come out and not suck, also keeping in mind that not everyone wants just rewards, but challenges and risks too (and hard modes raid shouldn't be the only content that matters). Everything else is fluff, a MMO can be good with 100k subs, make that 300k and money starts rolling in pretty nicely, 10+ millions is an anomaly. Some people should just accept that and go back making their game, a polished fun game.
__________________ A dire bugie si va all'inferno, a dire cagate si va affanculo. | |
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| | #977 (permalink) | |
| Registered User Join Date: Feb 2009 Location: North of Boston
Posts: 13
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Would love to see this. I really think a lot of valuable dev time could be put to better use creating a larger more in-depth world, rather then the areas so many people seem to rush thru just to get to the top level anyways. I like the fact in Eve you enter the world in a somewhat safer area, but can immediately move out and take your chances or join friends who are months/years ahead of you skillwise. Your not going to be flying a titan right away, but you can still get into things quick enough. | |
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| | #979 (permalink) | |
| kill yourself irl Join Date: May 2003 Location: New York
Posts: 1,249
+1 Internets | Quote:
Not to mention the quests are such horrible filler anyway - I know everyone here is the same way with the 10-bear-asses quests where we've become these human scanners, able to instantly look at paragraphs of text to decipher key numbers and locations and go find the bears who have the specific asses necessary for quest completion. Frankly I still prefer EQ camp grinding to that, although I'm fairly sure I'm in the minority on that point haha. I mean again looking at UO, or even EVE as a more recent example (which we know today is successful as far as profit and stability/growth goes). The content in these games is laughable. When really they should be the ones laughing at the diku games. Everquest on it's 16th expansion... WoW redoing their entire game and stats system due to mudflation and other mechanic changes (flying mounts etc.)... it's a joke when you have systems in place to either bypass this content or create it dynamically. Now I'm not saying some random EVE solar system has the same depth and beauty of any given WoW zone, certainly they do not. However, the development cost difference is inarguable. I'm not saying this is the Final Solution for all MMO players. Obviously it's a different market. Hell, it might even be a niche market at this point with how engraved into people's minds level/quest-based progression is. But I highly doubt it's not a profit-worthy share of the MMO market waiting to be tapped (specifically, a current-gen fantasy "sandbox" mmo). And for unproven, small developers looking to stake their claim in the market, this really seems like a given as to where they should focus their design - NOT on the massive content heavy timesinks that are diku/wow-likes. | |
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| | #980 (permalink) | ||
| You just keep thinkin' Butch. That's what you're good at. Join Date: Mar 2006
Posts: 769
+7 Internets | Quote:
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| | #981 (permalink) |
| J-Cup Idolator Join Date: Jan 2009
Posts: 64
| Eliminating leveling might be one part of ridding a game of expendable content, but the real challenge becomes how does one create content that remains useful while still allowing players to advance their characters. The game must be designed in such a way that players establish goals and/or paths to those goals differently from those of other mmos. The primary goal of nearly every mmo (all that I can think of) is acquisition of "power", which oddly enough is most often measured in capabilities of force, which are of course based on a character's attributes, which is always tied to a player's time invested. Certain activities must be implemented to allow players to advance their characters, but the question is of course how can a player feel a sense of accomplishment through advancement without trivializing previous steps along the path? The only two that my feeble mind have been able to identify are: 1. mixing and twisting paths of advancement such that players are brought back through the same content farther down the path, but perhaps with a different perspective this time, and/or 2. eliminating linear advancement such that any step in the path of advancement can be completed at anytime, but only in certain areas (i.e. certain abilities, items, etc. could only be obtained in specific locations, but abilities/items of comparable power, but entirely different nature could be obtained at other locations). I guess the goal in the latter scenario would be working to some sort of "completion" rather than improvement. Content could be added in the same way. New things to do (that are unrelated to other things) in the same areas. |
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| | #982 (permalink) |
| Lord of the Dance Join Date: Apr 2002
Posts: 8,803
+166 Internets | Or just accept that you're going to have a disproportionately top heavy game and focus on making it all enjoyable. The purpose of low level content is to hook new players and make creating alts fun not to keep you interested in the game for 5 years. That's what end game content is for. |
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| | #983 (permalink) | |
| Registered User Join Date: Feb 2009 Location: North of Boston
Posts: 13
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| | #985 (permalink) | |
| Registered User Join Date: Oct 2007 Location: Canada
Posts: 176
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You could gain new attributes or whatever after clearing dungeon X as opposed to hundreds of collection quests like the later grind in Vanguard. | |
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| | #986 (permalink) | |
| You just keep thinkin' Butch. That's what you're good at. Join Date: Mar 2006
Posts: 769
+7 Internets | Quote:
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| | #987 (permalink) | |
| J-Cup Idolator Join Date: Jan 2009
Posts: 64
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| | #988 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 694
+60 Internets | Quote:
We aren't making many, if ANY technical gambles, and really why would we? The thing we are methodically grinding on, every single day, is massive, in every conceivable way. To add technical risks would be idiotic imo. Oh sure, I think we are doing some things that are advancing the genre and they do rely on tech, but those are the things you drive the risk out of right up front right? That's what concept->Pre-Production are for right? You don't conceive and make your game during those phases, you iterate on your game as early in those processes as possible. It's why 'working software' was and has always been the daily directive. We got our live client/server up and running a long time ago for that very reason. Iterating on the actual content itself is far and away the most powerful design tool we'll ever have available to us. If we can't have butt loads of fun every day we iterate, are we not idiotic and insane to think you will like it?
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| | #989 (permalink) |
| You just keep thinkin' Butch. That's what you're good at. Join Date: Mar 2006
Posts: 769
+7 Internets | So can we get your opinion on levels and making content disposable once a certain level has been achieved? Would you find a game that character development was more about where you've been and what you've done something you would or could get behind creating? Or is Copernicus going to be another "Ding level 2" "Ding Level 3" treadmill? |
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| | #990 (permalink) |
| Registered User Join Date: Dec 2006
Posts: 309
| Leveling is fine but developers have drained all the fun out of content to get up to the maximum level. I had a ton of fun leveling in EQ, AC, early WoW to some degree and others. More recent MMOs have been basically 5-20 day playtime payment systems to get to the actual game. I mean sure, to some degree it's reasonable that it's difficult to create meaningful content in the character advancement area at lower levels except in order to get to the end. Could you really make an epic level 5 quest chain reward meaningful at level 195 without people skipping over it to do more efficient things and coming back later to rape it for an amazing item? Probably not. But then again this is fairly cyclical, the time input has to be > time saved generally speaking. If you spend 3 hours getting a piece of gear with marginal stats that will save you 15 minutes leveling time overall, most people simply won't consider it meaningful or worth the effort unless the content is genuinely fun in the first place (or required I guess). Hint hint. |
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