Then the obvious would be to, oh, I don"t know, DO IT.Lourdin said:That is as foolish as saying great game > good game > bad game.
You can take great elements from any MMO out there, even crappy games, combine them and get something decent out of it.
Game. Set. Match.Vatoreus said:Then the obvious would be to, oh, I don"t know, DO IT.
Seriously, look at all the MMOs out there, ninja all the great ideas and implement them. Don"t let shit take a back seat and go we"ll get to it eventually. Like EQ2s pvp ability/gear system and guild system, WoW"s accessibility, an open system similar to eve/UO, and a platformer style gameplay like DDO. At least, IMO.
Power is a relative term. Power to a crafter is the ability to steer entire markets with their goods, to PvPers it"s being at the top of the food chain, to PVE"ers it"s something else.Grave said:Indeed.
Vanguard, which many consider to be complete garbage, actually has some very interesting class mechanics in my opinion. I"ve been messing around on it some since they activated accounts for free, and at level 7 on my Sorcerer I"m already fully capable of kiting mobs, with a short-duration AE mez I can use if things go poorly or I get a bad resist.
The game mechanics are nothing new, but my point is it"s at level 7. Level 7 is boring as shit on WoW; on most MMOs, really. Vanguard gives you your class tools early, and you can actually have some fun with even the most mundane encounters. I feel this is something that should be considered in upcoming MMOs, and ties in with what I have said in this and other threads about making the player feel important and powerful early, instead of only at the end game.
It all sounds good but in the end the difficult part is actually figuring out how to achieve those things. I"m sure there were a lot of passionate people working at vanguard, and im sure they werent passionate about producing a piece of shit. There"s just so much more complexity involved with making a successful product that goes beyond the realm of passion, commitment and investment and other "power of positive thinking" words, including a lot of random uncontrollable and unforeseeable variables.Ngruk said:Power is a relative term. Power to a crafter is the ability to steer entire markets with their goods, to PvPers it"s being at the top of the food chain, to PVE"ers it"s something else.
But you are entirely correct. If you have to make players play through your entire game to feel heroic and powerful you"ve screwed up in the 1st stages of designing your game.
Players play these games to have FUN, AND feel powerful and heroic. That"s not some magic level or stage of content, that has to happen from jump street. Why can"t the entire experience from creating an account to logging in, to creating your character to actually playing the game, why can"t all of that at the very least be entertaining, and more often than not, fun?
It can be, but you can"t be tied to someone else"s timelines or budgets.
That"s where much of this falls apart. Companies have budgets tied to fiscal quarters, they have to have product on the shelves, and to many upper tier management people the level of polish on your product is farther down on the food chain than we gamers want it to be.
Again, imo, it"s why Blizzard has and continues to do great things. No one tells them what to do, or when to do it. You certainly have responsibilities and no one short of Bill Gates can afford an open ended design cycle, you have to have dedicated, passionate and committed people making your game, your IP, your entertainment experience.
But for me, the last piece, and maybe most important, is that to set yourself apart you have to design an entertainment EXPERIENCE and it has to be made by people that are passionate, committed and invested IN the product instead of being flexible pieces of multiple teams that can shift and move from product to product, not caring much at all about what they are working on, but rather just happy with picking up a paycheck.
I think it"s one of the things we have going for us that shows every single day in our space.
Add FFXI"s job system in there and I think I"d go weak in the knees.Vatoreus said:Then the obvious would be to, oh, I don"t know, DO IT.
Seriously, look at all the MMOs out there, ninja all the great ideas and implement them. Don"t let shit take a back seat and go we"ll get to it eventually. Like EQ2s pvp ability/gear system and guild system, WoW"s accessibility, an open system similar to eve/UO, and a platformer style gameplay like DDO. At least, IMO.
You are mostly mistaken. There is a core set of skills that do apply to all ships, and people having these skills at high levels certainly have an advantage, but because of the way the skill training works in time invested vs actual increase, it takes less time to *catch up* than most people think. The higher you go in a skill, the more time exponentially it takes to learn it. The largest advantage older players have is in the versatility of their characters. I can fly a large array of different ships and I"m decent, but not ubber, in any of them, because I choose to go that route. A player starting after me can choose 1 or 2 ship types to specialize in and kick my ass when it comes to flying that kind of ship. I also have the advantage of being able to "craft" pretty well. But I"d expect a player in EQ or WoW who"s been playing a while to have the advantage of a crafting alt as well. None of this even touches on the idea of player skill. I"ve seen too many players with lots of skill points get owned by people with but a fraction, because your ingame skills aren"t "insta win". Sorry Kurt, but this is a sore spot with me because it"s espoused so often, and a cop out for too many people.Ngruk said:If I am not mistaken, EVE is as much about when you signed up as it is about anything else, even skill. I could start playing now, and never be as good as a player that might have less skill than I do, for the simple fact that person was a player sooner than I was and built his skills and stuff up over the time required, which I still must do.
Not that that is a bad thing, but to me EVE is a fantastic game for the niche market it targeted.
I think Hilmar and the folks at CCP did a great job, but EVE was aimed a a very specific hard core bunch.
You don"t have to be hard core to play, or even sign up, but to experience all the different content and see big stuff don"t you have to have a lot of time invested?
I also don"t like the thought that I could train to some uber stud level, offline, almost completely.
This is more or less true if you limit yourself purely to the character that you create when you log in. One of the unique aspects of EVE is that it is, AFAIK, the only MMO with a legal character market where in-game currency can be exchanged for a new character. So while the guy you create tomorrow will never be as good as my character which I created 1.5 years ago, you can play 5-6 hours a day while I"m off trying and failing to get Gladiator in WoW and earn a crapton of money, then buy a character that"s substantially better than mine.Ngruk said:If I am not mistaken, EVE is as much about when you signed up as it is about anything else, even skill. I could start playing now, and never be as good as a player that might have less skill than I do, for the simple fact that person was a player sooner than I was and built his skills and stuff up over the time required, which I still must do.
Not that that is a bad thing, but to me EVE is a fantastic game for the niche market it targeted.
I think Hilmar and the folks at CCP did a great job, but EVE was aimed a a very specific hard core bunch.
You don"t have to be hard core to play, or even sign up, but to experience all the different content and see big stuff don"t you have to have a lot of time invested?
I also don"t like the thought that I could train to some uber stud level, offline, almost completely.
The next FF MMORPG has been in development for over two years and is managing to stay well below the radar. The job (class) and combat systems are without equal and will surely be kept. If they embrace the PC (they surely will ?) and drop their ideas of unified worldwide servers (I don"t think they will) they could see WoW numbers.Dandain said:I would really like to see a western MMO jump on the FFXI job system, as well as combat synergies of their skillchain system. Both are very rewarding, and allow you to have "alts" but without being forced to repeat very meticulous things (faction grinds) on later characters.