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| | #2161 (permalink) | |
| Registered User Join Date: Jul 2007 Location: Orlando, FL
Posts: 396
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| | #2162 (permalink) |
| Made from bones and blueberry flavoring Join Date: Jun 2006 Location: Marble, NC
Posts: 663
| EQ1 nowadays isn't even hardcore - unless you count the tedious AA grind and sparsity of other players/groups progressing up to 70/80, then yes. It is hardcore.
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| | #2166 (permalink) | |
| ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎ ̏ Join Date: Sep 2006
Posts: 6,631
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What makes EQ1 > WOW? What, in your own opinion, makes one better than the other? 1. Quests that give you a vague hint on where to go and you must go out in the world and search for the answer? 2. The time it takes to reach max level? 3. The dependence on others to complete all forms of content? 4. ??? I'd like to see what makes EQ1 more hardcore WOW and would make a good game. What elements of the game would you take and put in your new MMO? | |
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| | #2169 (permalink) |
| ಠ_ಠ Join Date: May 2006 Location: Washington (STATE)
Posts: 1,552
+27 Internets | I'm sure if a well polished "hardcore" game came out it would still field 100,000+ subs. Whether people like to believe it or not, there's still a sizable portion of the MMO community that likes the catassery. The key is that it has to be a genuinely good game beyond its play style, that is the major roadblock that developers seem to have a hard time overcoming these days. |
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| | #2170 (permalink) | |
| Insert Quarter Join Date: May 2006
Posts: 11,158
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Plain and simple, you cannot have every quest be a lifelong epic quest. It's unfeasible in a large scale game.
__________________ I got a list of demands written on the palm of my hand. I ball my fists and you gonna know where I stand. | |
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| | #2171 (permalink) | |
| Registered User Join Date: Jul 2007 Location: Orlando, FL
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| | #2172 (permalink) |
| Registered User Join Date: Feb 2002
Posts: 10,277
+49 Internets | Have fun trying to find a big-hit hardcore* (Most people on this board seem to define hardcore as "takes me 2 decades to get out of the noob levels and when you die, a rusty pair of pliers rips off your fingernails + you are forced to watch a Mrs. Doubtfire marathon). Most companies have realized that certain gameplay elements just aren't popular.
__________________ Training the citizens of Norrath from 1999-2003! |
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| | #2173 (permalink) | |
| Tacos are good. Join Date: Feb 2007 Location: Williamsport, PA - On Co-Op/Internship
Posts: 396
+2 Internets | Quote:
__________________ Geist - An Aion Legion | |
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| | #2174 (permalink) | |
| Registered User Join Date: Nov 2006
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| | #2175 (permalink) |
| 8bitsuperheroes Join Date: Feb 2006
Posts: 438
| As a huge advocate for VG before it came out, my opinion at this point is that tedium as a device for making a game 'hardcore' is outmoded. I don't feel that every new game must be EASY, simply that the difficulty should be presented through content, not mechanics. An engaging story that presents a challenge would be a huge draw. To hell if the mechanics aren't the 'hardcore' bullshit you remember from EQ. I shudder to say it, but the MMO industry would do well to look at other genres of gaming in this respect - easy mechanics + difficult goals are more effective and more enjoyable than retardedly-hard mechanics with less challenging goals. |
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