Sol Invictus
Erudite
The only way I could see a futuristic RPG happening is if it uses a similar system to Guild Wars, with its lobbies, individual group-based missions e.g. no camping spawns or going to a town filled with 52189 people trying to sell their armor.
Hell, it's hard to fathom why any of the current MMORPGs are in the state that they are in. Where the hell is the fun in camping a spawn for 10 hours while some asshats from a rival clan grief your party occasionally?
This EQ-generation of MMOs has got to come to an end because there's just no way of making it to work right. It's fundamentally flawed.
That said, if FOOL ever comes into fruition I doubt it'll be of the a part of the CORPG ranks (Guild Wars - a Cooperative Online RPG, as well as Diablo II, and Dungeon Siege II). It'll probably be the same old hackneyed bullshit that spawned games like COH, Lineage 2, EQ2 and DAOC. It's easy to understand why everyone's so against the idea, including me (when not including the fact that Herve and the downright fucked Interplay are involved).
On the matter of CORPGs, I can't fathom Fallout working in such a situation either, because Fallout was never a 'mission-based' game, and as Saint mentioned earlier, skills like bartering and trading would find no use whatsoever, thus taking SPECIAL completely out of the picture due to the underusage of skills like Charisma and Intelligence. I could see skills like Repair working in certain quest-related objectives, but there is absolutely no way in hell that Fallout would ever do a good post-apocalyptic CORPG any justice. It just isn't suitable.
CORPGs, like Guild Wars, would require a multitude of classes, skill-trees and implementations like Biomods and special class-related attacks (and im not talking about Perks) to work properly. A system as narrow and unflexible as Fallout's (which is design for SP play) wouldn't work at all.
Didn't Herve learn anything from the failure of FOT?
Hell, it's hard to fathom why any of the current MMORPGs are in the state that they are in. Where the hell is the fun in camping a spawn for 10 hours while some asshats from a rival clan grief your party occasionally?
This EQ-generation of MMOs has got to come to an end because there's just no way of making it to work right. It's fundamentally flawed.
That said, if FOOL ever comes into fruition I doubt it'll be of the a part of the CORPG ranks (Guild Wars - a Cooperative Online RPG, as well as Diablo II, and Dungeon Siege II). It'll probably be the same old hackneyed bullshit that spawned games like COH, Lineage 2, EQ2 and DAOC. It's easy to understand why everyone's so against the idea, including me (when not including the fact that Herve and the downright fucked Interplay are involved).
On the matter of CORPGs, I can't fathom Fallout working in such a situation either, because Fallout was never a 'mission-based' game, and as Saint mentioned earlier, skills like bartering and trading would find no use whatsoever, thus taking SPECIAL completely out of the picture due to the underusage of skills like Charisma and Intelligence. I could see skills like Repair working in certain quest-related objectives, but there is absolutely no way in hell that Fallout would ever do a good post-apocalyptic CORPG any justice. It just isn't suitable.
CORPGs, like Guild Wars, would require a multitude of classes, skill-trees and implementations like Biomods and special class-related attacks (and im not talking about Perks) to work properly. A system as narrow and unflexible as Fallout's (which is design for SP play) wouldn't work at all.
Didn't Herve learn anything from the failure of FOT?