Takeda Kenshi
Augur
- Joined
- Aug 21, 2009
- Messages
- 717
That 'whoever' would be EA.
The game did have quests, but they were randomly generated.
The game did have quests, but they were randomly generated.
I'd say Everquest killed the genre, not WoW. Was Everquest not the same type of babby playground as WoW, just less pussified?
There can never be another UO, or hardcore open world PVP MUD again. Back in the days of UO, you had no choice: even if you weren't a PVP player, you still had to deal with a hostile world where everyone will cut your throat for 5 coins unless you got someone else to protect you. Nowadays people that want a babby playground will simply choose not to play such a game.
MMORPGs are an awful genre now, but they didn't used to be, and they can really never be good again on a large scale. Everything now is reduced to "kill 5 rats and don't you dare touch anyone else! Plus be sure to kill this boss 50 times to get his mystical hat which will make you 0.1% stronger!"
Mark Kern: "I killed MMOs, so buy my new MMO!"
I think he gives himself too much credit. WoW didn't kill MMOs, but it did stunt their progress for a few years, as everyone just cloned WoW to try for a piece of that pie. Now that developers are starting to innovate again, I think we could see a renaissance in the genre. On the other hand, MMOs take a lot of money to create, and anything that costs a lot of money will be dumbed down for the mongoloid hordes. I guess we shall see.
I daresay that level scaling isn't necessarily evil, even in single-player games. The problem with games like Oblivion is that there's no reason to gain levels, because the enemies will always be the same level as the player. In GW2, the enemy levels don't scale - only the players' do, and they only scale downwards. The result is that you can't expect to survive in areas you're underleveled for, but you can go to areas you're slightly overleveled for and not have it be a complete waste of time.Mmm I'm not sure the "level scaling is evil" mantra holds for MMOs
Just another example of hypocrisy from nostalgiafags where shitty design of the old is good while modern shitty design is bad.There were also wonderful things like trains (enemies aggro'd other enemies, so a fast moving player could piss off pretty much every monster in the entire zone and lead it stampeding over you, and they'll just murder whatever is closest rather than running past you to kill the initial antagonist)
And you have no one to blame for it but yourselves.We'll never get another MMORPG that is as ambitious as UO and that allows us to fuck with our fellow players in so many different ways.
even if you weren't a PVP player, you still had to deal with a hostile world
I've always felt (at a theoretical level since I've spent less than an hour in my life playing MMOs) that the key is permadeath and low/unimportant levels. Permadeath so dying is actual significant and involves risk calculation (hm that guy I've just bumped into is on low health, should I risk that he's a higher level than me and attack and steal his superior equipment or play it safe?). Low/unimportant levels so being a 'top dog' doesn't mean you're indestructible and can roll through endless legions of lower-level players. Death should always be around the corner and the player should never be left feeling unstoppable (for reference, I'd say that five Level 1s should be able to take down the maximum level in a straight fight). This forces players to co-operate to survive (though betrayal is always a possibility so choose your associates wisely).
Games like that are only truly interesting when you're breaking them.
I've always felt (at a theoretical level since I've spent less than an hour in my life playing MMOs) that the key is permadeath and low/unimportant levels. Permadeath so dying is actual significant and involves risk calculation (hm that guy I've just bumped into is on low health, should I risk that he's a higher level than me and attack and steal his superior equipment or play it safe?). Low/unimportant levels so being a 'top dog' doesn't mean you're indestructible and can roll through endless legions of lower-level players. Death should always be around the corner and the player should never be left feeling unstoppable (for reference, I'd say that five Level 1s should be able to take down the maximum level in a straight fight). This forces players to co-operate to survive (though betrayal is always a possibility so choose your associates wisely).
Because there were no good strategy games after Warcraft and no good RPGs after DiabloLol, WoW devs stating the obvious. Every cash cow from Blizzard kills genres, be it Diablo for RPGs or Star/Warcraft for strategies
Who gets the equipment then?