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Your other points are good. This is part of the reason I've avoided MMOGs up to this point. It's hard to see the point of quest...loot....level....quest...loot....level. For me, the joy of computer RPGs comes from interacting in a meaningful way with a rich environment. Even the best RPGs that I've played (namely Morrowind) fails somewhat in this regard. I'd like to play a game where my actions can affect the world in a fundamental way. The problem MMOGs face is allows thousands of players to do so at the same time. It will probably be quite some time before they get it right. |
Quote:
Your other points are good. This is part of the reason I've avoided MMOGs up to this point. It's hard to see the point of quest...loot....level....quest...loot....level. For me, the joy of computer RPGs comes from interacting in a meaningful way with a rich environment. Even the best RPGs that I've played (namely Morrowind) fails somewhat in this regard. I'd like to play a game where my actions can affect the world in a fundamental way. The problem MMOGs face is allows thousands of players to do so at the same time. It will probably be quite some time before they get it right. </font>[/QUOTE]Hear hear! Ridiculous really... |
The trouble with getting it right is that MMOG's players don't feel like they are achiving if they are not getting level's, or if they hit the level cap..
"What, the level cap is 10, that's just stupid, I'm not playing this game anymore there's nothing to do" and so on, because devlopers can't see that capping the levels low keep's PvP competative and means they don't have to make lot's of repeating mobs.. I've done a design draft for what I think would be a pretty good MMOG concept, rather than lot's of level's to keep playing, lot's of quests and mobs that take effective teaming to beat, with a level cap that can be reached in around a week or so. |
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