Elwro
Arcane
Tags: Bethesda Softworks; Fallout 3
<A HREF="http://www.computerandvideogames.com/">ComputerAndVideoGames</A> has a two-part (<A HREF="http://www.computerandvideogames.com/article.php?id=175852">part 1</A>, <A HREF="http://www.computerandvideogames.com/article.php?id=175989">part 2</A>) interview with Pete Hines. Here's a nice fragment about the differences between MMOs and singleplayer games:
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<blockquote>
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<strong>Do you see the rise in popularity of the MMO genre having negative impact on the popularity of single-player RPGs?</strong>
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Hines: Not really, because if you look at the kinds of things you can do in an MMO - and I've probably spent 250 or so hours in World of Warcraft - the kinds of things you can do in World of Warcraft are really very different than anything you can do in Oblivion.
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<strong>MMOs have a much more difficult time creating a sense of permanence.</strong> <em>(Emphasis mine - Elwro.)</em> You can't let one person do something that nobody else in the world can do. Every quest that you do... that thing 30 seconds later has to reset itself for the guy coming behind you who also has that quest.
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Whereas in Oblivion, whatever you do is done. The whole world is meant to focus around the experience of only one character, and everything in the world that happens revolves around that one character.
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</blockquote>
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Coincidentially, Oblivion was wonderful in delivering a yet another feeling of permanency. For example, if someone told you the city of Kvatch was under siege and something should be done about it, you could be confident that the assaulting forces would wait for you as long as it would take you to get there. In fact, the whole daedric invasion was patiently waiting for you to come near, and if you would concentrate on picking flowers instead, they wouldn't move an inch till the end of the world.
<br>
<br>
Read the <A HREF="http://www.computerandvideogames.com/article.php?id=175852">whole</A> <A HREF="http://www.computerandvideogames.com/article.php?id=175989">text</A> to learn about how the game is going to be more focused (good!), have numerous endings and generally kick ass.
<br>
<br>
Spotted at: <A HREF="http://rpgwatch.com">RPG Watch</A>
<A HREF="http://www.computerandvideogames.com/">ComputerAndVideoGames</A> has a two-part (<A HREF="http://www.computerandvideogames.com/article.php?id=175852">part 1</A>, <A HREF="http://www.computerandvideogames.com/article.php?id=175989">part 2</A>) interview with Pete Hines. Here's a nice fragment about the differences between MMOs and singleplayer games:
<br>
<blockquote>
<br>
<strong>Do you see the rise in popularity of the MMO genre having negative impact on the popularity of single-player RPGs?</strong>
<br>
<br>
Hines: Not really, because if you look at the kinds of things you can do in an MMO - and I've probably spent 250 or so hours in World of Warcraft - the kinds of things you can do in World of Warcraft are really very different than anything you can do in Oblivion.
<br>
<br>
<strong>MMOs have a much more difficult time creating a sense of permanence.</strong> <em>(Emphasis mine - Elwro.)</em> You can't let one person do something that nobody else in the world can do. Every quest that you do... that thing 30 seconds later has to reset itself for the guy coming behind you who also has that quest.
<br>
<br>
Whereas in Oblivion, whatever you do is done. The whole world is meant to focus around the experience of only one character, and everything in the world that happens revolves around that one character.
<br>
</blockquote>
<br>
Coincidentially, Oblivion was wonderful in delivering a yet another feeling of permanency. For example, if someone told you the city of Kvatch was under siege and something should be done about it, you could be confident that the assaulting forces would wait for you as long as it would take you to get there. In fact, the whole daedric invasion was patiently waiting for you to come near, and if you would concentrate on picking flowers instead, they wouldn't move an inch till the end of the world.
<br>
<br>
Read the <A HREF="http://www.computerandvideogames.com/article.php?id=175852">whole</A> <A HREF="http://www.computerandvideogames.com/article.php?id=175989">text</A> to learn about how the game is going to be more focused (good!), have numerous endings and generally kick ass.
<br>
<br>
Spotted at: <A HREF="http://rpgwatch.com">RPG Watch</A>