With Rift, there's that story about how they were planning to do something much more extensive, but pulled back on it because they got afraid of how players would react when they couldn't get a piece of content on demand, due to the dynamic nature of the world. While GW2 was willing to commit more to dynamic content, I think that same concern managed to work its way into the development process, hence its repetitive nature.GW2 Dev Talk: Imagine a world where you fight off the bandit king and if your party decides to kill the Bandit King, X happens. If you lose Y happens. If you win and talk to the mayor of town, you get reward A. But if you kill the mayor, you don't get reward A but trigger event Z. All this happens in real time across multiple zones.
GW2 Reality: Multi level scripted events that trigger each other. Player behavior often sparks off these events in a cycle without much variable outcomes. In the end, these dynamic events were just scripted events happening on top of the open world layer. Almost always linear. Player reaction was just different events to grind for xp and kharma. World did not change from typical static combat.
Rift Dev Talk: With our engine, we will be able to create new dynamic events that can change the layout and textures of the over all world. Imagine Rifts fighting each other and/or slowly taking over zones. We will be able to change the face of Telara to offer you a truly dynamic experience.
Rift Realty: Very small and local spawned events with several levels of events players can win. Each event was mostly kill X in 2 minutes or some other objectives. Invasions were random groups of mobs that would take over different positions if left alone. Mostly were ignored unless a character was leveling.
--
The cynical side of me stick story bricks right in the middle of these two things. What I foresee is a world that is crafted using a finite sum of bricks. You will have your bandit/invader brick. Your rescue the princess brick. Your slay the dragon brick. In the end, you'll have your scripted GW2 events but placed randomly generating across the map like Rift's rifts. Players will be able to recognize the same pattern across the world with different skins. Just like in Rift where you say, "Oh here's another Fire rift, I know what is going to happen", in StoryBrick World you'll just see familiar patterns and the rest is arbitrary.
Would require balls, and nobody with the capacity to make decisions in the US has balls. So, it is doubtful.It makes me wonder what it would be like to get a game where the developers said, "fuck it, we're going whole hog on this" really did just make a game with nothing but dynamic content with events that took hours, or days, or weeks to play out, and with consequences that were permanent or semi-permanent in the world. And if it means someone misses out on experiencing something, well tough titties, go find something else to do in the game.
You must have never played AC then. AC was all about the complex story/quest and it made you feel like you were playing in a real world.Who the fuck cares about this complex story/quest shit. It does not improve games at all. Kill shit, get loot. That's it. It's not fucking complicated. Players do not need assistance making the world immerse, they do it themselves by being there.
Actually part of it was. Not the story as in storywriting, but the story as in the world events ran by GMs and shit. When a GM played Baelzharon or whatever which was the evil god of the game and recruited our fellowship under him and started raining meteors all over the place, it was definitely cooler than killing 100s of crystal golems. Also wether the god was released or not was based on a long duration one time only event shit. Was a pretty cool time.I doubt it. Explain how AC was awesome. While having never played it, i can almost guarantee that it wasnt because of the story. No one looks back at it and was like man that story was so cool man, i play that game just for the story.
Players don't know what they want until it's in front of them - no different from any other consumer. We base our wants and needs on what has come before so we can't anticipate we'd like something completely new until we actually play it.I'm tired of hearing about dynamic events/quests/worlds. Being dynamic doesn't make a good game. Some of the best games are very predictable & not dynamic at all. Players want carrots to strive for. Exclusive gear & content. Players want to be able to "show off". Everything is much more social now, players want to be able to brag.
Give players a reason to brag.
Players don't care about lore, immersive worlds or dynamic worlds. Players care about layeraall the high-end EQ guilds had their own website where they would "brag" about their latest accomplishments? Yea... There's a reason EQ lasted so long. Bragging rights.
Those things actually happen in at least one indie online game: kingdomofloathing.com But the catch is that it's not quite an MMORPG (it's mostly more like a single player game joined by a scoreboard and chat rooms and an economy), and it's not exactly a big budget game either. It's like four dudes that run the game and a handful of thousands of people that play it. So to answer your question, that's what it takes: an indie game made by devs who are more interested in doing something awesome than they are in pandering to the lowest common denominator. I'd love to see it happen in a more traditional MMORPG too, but I'm not getting my hopes up.It makes me wonder what it would be like to get a game where the developers said, "fuck it, we're going whole hog on this" really did just make a game with nothing but dynamic content with events that took hours, or days, or weeks to play out, and with consequences that were permanent or semi-permanent in the world. And if it means someone misses out on experiencing something, well tough titties, go find something else to do in the game.
Verant says hi.So to answer your question, that's what it takes: an indie game made by devs who are more interested in doing something awesome than they are in pandering to the lowest common denominator. I'd love to see it happen in a more traditional MMORPG too, but I'm not getting my hopes up.
I want an EVE style fantasy MMO in Norrath. Have it all be seamless and make factions, guilds, towns, and skills/classes matter. It's not really asking for too much. Open world PvP in "null sec" areas like Kithicor Forest or something for example. Each "town" has their own auction house which promotes travel throughout the world. Create bottlenecks on the terrain much like warp gates in EVE. Most of the world should be high sec and relatively safe from PvP. Risk vs. Reward etc. I also want to be able to put a fucking house in the middle of nowhere and live out my days as a hermit and attack any traveler that doesn't pay my fucking toll.Some of you guys are some salty, cynical bastards and I don't think anything will make you happy at this point.
much of want sounds like pathfinder online. read the blog. i find it compelling, albeit, i expect it to be a huge mess at first (and mechanically/visually clunky), but at least they are aiming for a small expandable set of mechanics at first. it's also pvp centric so it will always be potentially more engaging than any nonturingcomplete ai. i figure it only a matter of time until we are bored and overly familiarized with storybricks -- here's hoping that they'll have a pvp server. but then again, i imagine the pvp server to pale in comparison to PF as it wasn't designed from its roots to be pvp centric.I want an EVE style fantasy MMO in Norrath. Have it all be seamless and make factions, guilds, towns, and skills/classes matter. It's not really asking for too much. Open world PvP in "null sec" areas like Kithicor Forest or something for example. Each "town" has their own auction house which promotes travel throughout the world. Create bottlenecks on the terrain much like warp gates in EVE. Most of the world should be high sec and relatively safe from PvP. Risk vs. Reward etc. I also want to be able to put a fucking house in the middle of nowhere and live out my days as a hermit and attack any traveler that doesn't pay my fucking toll.
This is what I am currently expecting (or hoping) EQN to be.I want an EVE style fantasy MMO in Norrath. Have it all be seamless and make factions, guilds, towns, and skills/classes matter. It's not really asking for too much. Open world PvP in "null sec" areas like Kithicor Forest or something for example. Each "town" has their own auction house which promotes travel throughout the world. Create bottlenecks on the terrain much like warp gates in EVE. Most of the world should be high sec and relatively safe from PvP. Risk vs. Reward etc. I also want to be able to put a fucking house in the middle of nowhere and live out my days as a hermit and attack any traveler that doesn't pay my fucking toll.
this is very truePlayers consuming content faster than it can be developed in the developers fault. People are now given easy content with shit tons of loot. The solution is not to just create more easy content with upgrades to all that loot you have received.
I really liked the way TOV did loot. There was a class based armor system in HOT but you could upgrade it to more unique items with progression into north wing. Neither were "easy".
I always thought that WoW made a mistake designing their expansions like this. Killing off an entire 2 yrs of content in one swipe of a new exp pack? that's fucking nuts. I understand the game models are entirely different and the barrier for entry is diminished in WoW because of this, but at what expense? I think an entire 100% reset like this is just a waste of so much content.this is very true
whereas in games like WoW, as soon as new expansion gets released, yard trash in the first new exp zone has better loot than end-game content of previous expansion
thus you had no reason whatsoever to consume any old content
also because twinking is allowed in EQ, pretty much ALL content is relevant and being consumed all the time because you can kill cool stuff to give to your lowbie characters, or get them to loot no-drop items or multi-quest items. games where everything has a level requirement destroy this and make a lot of content become irrelevant once it stops being current, and irrelevant for anything except your one main character
so basically, "content being consumed too quick" is 100% fault of developers/game designers, and cannot be blamed on the players themselves