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dekken 4/14/08 6:38:33 PM
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Apprentice Member
Joined: 4/14/08 |
As an old fart, I remember the days of MUDs and other primitive, eye-candy-deficient games. In particular, I used to love games like Gemstone III and IV. It wasn't so much the roleplaying aspect, although that was definitely a plus -- it was the feeling that you were in a dynamic environment where your actions mattered. There was more than one path to "success" in the game (e.g., a healer could stay in a safe area and heal for tips, or could go out into the field; a rogue could be a pure thief or an assassin, not just a lightly armored warrior class). There were painful consequences for bad decisions (the possibility of "real" death if your character died under certain circumstances, jail time for attacking players in cities, etc.). There was also unique player-designed weaponry and fluff, invasions on cities by vast swarms of high-level critters, and other diverse ways of interacting with the world and the other players in it. All that seems to be gone now. If you're into PvE, it's just a race for end game and bragging rights on progression. PvP is reduced to a bunch of people with the highest level of gear playing roshambo with each other. Players with names like Roflcopter or DarthMaul666 swarm everywhere, clogging chat and generally cheapening the experience. I don't really know what I'm asking for here... I guess I want a sense of vastness, of mystery. I want my actions to have consequence beyond a 30 second resurrection timer or corpserun (EVE gets this right, or at least as right as any game I've played lately). The graphics/hardware arms race is never-ending -- who cares what's big right now, it'll be outdated within 365 days. What matters is that feeling that you've actually logged out of RL and into another universe. WoW had that x factor in the first year or so, even up to the opening of AQ. Unfortunately, it's gone now. Will AoC get it right? I preordered the CE on a hunch. I might regret it later, but you gotta keep hope alive.
I'm pretty sure no one under 30 (or maybe no one at all) knows wtf I'm blathering on about. |
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zazz 4/14/08 6:44:18 PM
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Apprentice Member
Joined: 9/18/05
"To crush your enemies, to see them driven before you, and to hear the lamentation of their women." |
OMW to bed so this gona be short , but bud i know how you feel, its been 3 yrs since i left EQ1 and im still looking, & my hopes are high for Conan.
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oman99 4/14/08 6:45:40 PM
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Apprentice Member
Joined: 10/29/06
It is pitch dark. You are likely to be eaten by a grue. |
You are in an open field west of a big white house with a boarded
http://thcnet.net/zork/index.php
The good old days! |
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Wuushu 4/14/08 6:46:34 PM
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Novice Member
Joined: 2/01/04 |
OP, great post. |
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DeaconX 4/14/08 6:51:15 PM
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Elite Member
Joined: 2/08/05
Stand up for what you believe; Even if you stand alone. |
I hear ya... it seems like creativity and depth has been sucked right out of our beloved MMORPG genre. I'm hoping the 'WoW' clone era will DIE soon or at least die off enough to allow for much deeper and more creative, interactive MMMORPG games to flourish. |
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Kien 4/14/08 9:30:56 PM
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Advanced Member
Joined: 1/23/06 |
Ah, Zork. Ah, MUDs. I'm not sure it's fair to compare MUDs to MMO*s. MUDs were (mostly) free. They were run by volunteers. The city invasion you mentioned probably didn't even need a code rewrite; mobs were likely just dropped in by the gods. Even if code rewrite was necessary, a gifted college student would certainly be up to the task. MMO*s are considerably more complex, and they have to pay people to run special events, and that hurts the bottom line. The largest MUDs have a few hundred players active at one time. WoW has hundreds of thousands. It's easier to foster a sense of community in a small game than a large game. I disagree with you about PvP in MUDs. PvP was all about levels, at least on the PvP games I played (Duris, Rites of Passage).
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AmazingAvery 4/14/08 9:48:38 PM
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Age of Conan Correspondent
Joined: 1/16/07
Beware of Greeks bearing gifts. (Jan 22nd) |
Immersive gameplay will be there with AoC. One form is the type of quests you can pick up in the game. These can range from, chain quests ~ linking smaller stories within one big one, ethical quests, moral quests and plenty where the onus is on you to decide resulting in different rewards or paths to take, even the behaviour of the NPC towards you in the future. Here are some questions about quests I co-asked to the Lore guy and Quest designer dev Joel Bylos:
Continuing on for this with the Destiny Quests there are obviously plans to support the game in different area's after launch. This area is being looked at so there is going to be extra scope after you have reached max level. With AoC it might come across as a race to level cap, but the story doesn't end there, the lore as i'm sure your aware has plenty behind it and the dev's will be adding things all the time, including more RP type quests. It isn't a race really in crafting either, its not experience based, you quest to actually learn something to be able to make it, they dont make you do the same thing over and over to progress to the next level, its not an online job. Same with the quests, Funcom are known for telling great stories. They want you to feel immersed and the world design, along with the way quests are handled in this game, set a good premise up for this to really happen and be different in ways to the norm. I'm most interested in the quests that will give me an affinity for what im actually doing and I know they will make me feel more apart of the world. Im looking forward to the quest dialogues and the choices that we can make as players whilst pursuing them. Reminds me of the Steve Jackson books from the 80's. |
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jsw40 4/14/08 10:29:25 PM
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