Excellent post. The true WoW killer will come about when an MMO allows accessiblity but also has options (requirements?) for community building, freedom, and challenge to the point of requiring real skill in certain circumstances. The biggest challenge for a designer will be making those elements of involvement a fun incentive and less of a burden to the casual/semi-casual player. Or the possibility of there existing a system where casuals and more serious/dedicated players can co-exist and still find the gameplay enjoyable (apart from simply raiding).Fawy said:EverQuest will always be better then today"s crop of MMOs because...
1.) Stuff was hard and required groups thus creating a community.
2.) Lots of freedom. Your character could move, levitate, jump & swim just about anywhere. And your character could be shrunk.
3.) You could interact with NPCS: Sell them stuff, buy stuff, give them stuff (Weapons) that they would use, you could see when NPCs had a weapon which would drop... etc.
4.) Pulling was a skill.
5.) Crowd Control was a skill and separated good groups from bad. I always preferred the "pull 10 and deal with it" then the "pull singles". Good CC usually meant your group could explore farther in a dungeon then others.
6.) The community. Everyone knew everyone, and everyone knew the bad/good players from each other. Being good at CC or Pulling or tanking or healing was known.
7.) Large raids. Granted, raiding became a job, but the freedom of allowing a large community of players to join in defeating an encounter, or zone, added a ton to build community.
8.) Diversity. Lots of Races & lots of classes & lots of starting areas. Stop giving me only 2 races and 2 starting cities. Talk about going 8 steps backward...
9.) Lots of other miscellaneous community building stuff such as: Teleports, buffs (that you could give to others), no auction house (for a while), traveling in general, lack of quests for leveling (made people group and grind which allowed people to get to know each other)... etc.
10.) Quests in general - the all-quest systems new games are going with I feel greatly detracts from the gaming experience. A quest is not "gather 13 pelican beaks and return them to me". A quest is "Slay the dragon then goto the plane of sky and defeat the sky goddess." If you ask me, EQ did quests right.
11.) EverQuest is built upon a solid, simple, foundation. Most spells, skill, stats, etc.. you knew the basic idea of what they did, and for most people, that was fine. If you desired to get more in depth, there was more info you could dig up. EQ was as simple, or complex, as you wanted it. IMO a lot of newer games try to throw too much at the player. Keep it simple.
In the end, EverQuest will be memorable because it made you feel like you accomplished something.You will remember xx item because you WORKED for it. There was genuine risk vs reward. The game truly rewarded you and made you feel good.Each person helped build the community, and being a part of that community is what kept you going back.
Just like any Message board, interacting with people was/is the key to success. Good players were known about, bad players wanted to be known, thus the bad players strive to be as good as the good players, and the good players continue to stay above the bad, ad infinitum.
For me, EverQuest died off once they started getting away from their core principles, which was past PoP imo. Of course, Kunark and Velious will continue to be the penultimate gaming experience in my mind.
I yearn for the day game makers go back and re-explore some of these traits.
Just connect. It"s pretty straightforward after that.Quince said:Speaking of multi screens, I want to add a 3rd screen (so I can play, surf, and watch TV). Do i just need to install a 2nd video card and connect the 3rd monitor to that or is some voodoo with windows required?
What engine are you using for your game again? For whatever reason I thought it was unreal3. If thats the case there should be a good increase in sli for those wondering.Ngruk said:Um, ya, sure....
*Looks for some tech dude to answer that*
38 Studios to use NaturalMotion"s Morpheme engine - Massivelyforge said:What engine are you using for your game again? For whatever reason I thought it was unreal3. If thats the case there should be a good increase in sli for those wondering.
Are you guys using v2.0 with NVIDIA PhysX ?Blackguard said:The primary game engines associated with the game are Unreal (client) and BigWorld (server).
More about all the technology we"ve announced:
[*]morpheme- Animation
God that would suck. I seriously get too much of that in WOW, I want a slow paced combat game with strategy on which spell to cast, not some twitchy "try to shoot the eyes!!!" experience. If they make a interesting world with lore written by Salvatore and overlay that with a FPS style of play I am gonna cry for one of my last hopes on a true online "Role Playing Game" ever being released again.Citten said:I keep thinking this game is going to use FPS style elements. mmorpg + fps style combat.
I could think of so many ways that could be ridiculously awesome.
Seriously? Have you not been paying attention during the last 159 pages?Tropics said:I will also say, EQ was probably too group requirement heavy but WOW went too far to the other direction and not one server in the entire of WOW has a fraction of the sense of community that EQ servers created. There needs to be alot more group content in these games then WOW offered at the leveling stage.
It"s nice to have some structure and cohesiveness to leveling with quests, and the option for greater rewards by exploring and paying attention to the NPC environment, but I agree with your sentiment; sometimes I just want to log in and grind out a level or two with minimal running around or seeking groups when I run out of solo quests.Flight said:Please include options to just grind mobs rather than questing all the time.
Playing EQ1 again the last couple of months its amazing how much I don"t miss doing any quests. At all. Not even a little bit.
Thnx