I can't believe so many years have gone by and we're still essentially playing the same game with MMORPGs. So little has changed. Sure each MMO has some things of their own, but the basic structure remains the same and the sad thing is, the core gameplay that has been regurgitated over and over is really really mundane. It's all in the name of character progression. Throw the idea of fun out the window and just make it an excercise in futility all in the name of getting to the next level or piece of gear to continue the cycle of leveling and getting better gear, perhaps taking the same mundane gameplay against actual people. Could you think of ever playing this type of game offline? I couldn't. Will we ever see a mainstream attempt at something more skill-based? Where the idea of fun comes from compelling gameplay and not grinding to become the "stronger" character. And when I say skill-based, I mean an MMO that requires more than targeting a foe and selecting between a few key-stroke abilities, hoping your numerical modifiers are stronger than theirs. Perhaps something with more twitch oriented play? I'm sure I can't be the only one so extremely sick of playing the same game over and over with a new paint-job and perhaps one or two additional features to make it 'fresh'.
Whats for one is fun can be for other painfull experience, you like like skill based games, well wait for darkfall that will be ultimate skill based game your looking for with awesome open pvp system with full loot.
As long 99% of mmo comunity like wow style games im affraid this wont chance soon in near future our only hope is darkfall:).
Its hard to resist when everytime I turn around theres a new Darkfall shill, even if it has nothing to do with the thread, he still throws it out there.
Morrowind/Oblivion are not really "twitch" rpgs. They give the illusion of that, since you have to move the mouse a certain way to attack, but behind the scenes, whether you hit or not or how much damage you do is still rolled. (Melee combat at least, ranged combat did require you to actually hit the general area of the target, so some skill was involved)
Morrowind was incredibly gear dependant, once you had the best gear, you could pretty much stomp through anything, without much effort.
Oblivion addressed this problem by simply leveling everything along with you (including loot, actually).
Whats for one is fun can be for other painfull experience, you like like skill based games, well wait for darkfall that will be ultimate skill based game your looking for with awesome open pvp system with full loot.
As long 99% of mmo comunity like wow style games im affraid this wont chance soon in near future our only hope is darkfall:).
I don't want to wait for Darkfall, because by the time it releases I'll be so old I won't be able to see the screen very well, and it will be hard to click the mouse with my arthritis.
I can't believe so many years have gone by and we're still essentially playing the same game with MMORPGs. So little has changed. Sure each MMO has some things of their own, but the basic structure remains the same and the sad thing is, the core gameplay that has been regurgitated over and over is really really mundane. It's all in the name of character progression. Throw the idea of fun out the window and just make it an excercise in futility all in the name of getting to the next level or piece of gear to continue the cycle of leveling and getting better gear, perhaps taking the same mundane gameplay against actual people. Could you think of ever playing this type of game offline? I couldn't. Will we ever see a mainstream attempt at something more skill-based? Where the idea of fun comes from compelling gameplay and not grinding to become the "stronger" character. And when I say skill-based, I mean an MMO that requires more than targeting a foe and selecting between a few key-stroke abilities, hoping your numerical modifiers are stronger than theirs. Perhaps something with more twitch oriented play? I'm sure I can't be the only one so extremely sick of playing the same game over and over with a new paint-job and perhaps one or two additional features to make it 'fresh'.
In my opinion, the thing which separates the online game from the offline game is a sort of heroism. In an offline game the end of the game goal is to be the elite character of the game. For an online game to succeed(not fizzle with time), it must satisfy that element of elitism. I believe that this is achieved by providing end-game uniqueness and ease of accessibility. For a person to be immersed in a game I think they have to feel that they play an essential role. And playing an essential role, is hard to do if you are competing with 100,000 other stock end game builds in your virtual universe. Therefore, according to this model, not "stronger", but "uniquer"(excuse my grammar). Make people feel worthy of acknowledgement and you would might be surprised how much more frequently you find yourself interacting with them.
Comments
Whats for one is fun can be for other painfull experience, you like like skill based games, well wait for darkfall that will be ultimate skill based game your looking for with awesome open pvp system with full loot.
As long 99% of mmo comunity like wow style games im affraid this wont chance soon in near future our only hope is darkfall:).
Rofl busted on another Darkfall shill.
cant resist can you
Its hard to resist when everytime I turn around theres a new Darkfall shill, even if it has nothing to do with the thread, he still throws it out there.
Morrowind/Oblivion are not really "twitch" rpgs. They give the illusion of that, since you have to move the mouse a certain way to attack, but behind the scenes, whether you hit or not or how much damage you do is still rolled. (Melee combat at least, ranged combat did require you to actually hit the general area of the target, so some skill was involved)
Morrowind was incredibly gear dependant, once you had the best gear, you could pretty much stomp through anything, without much effort.
Oblivion addressed this problem by simply leveling everything along with you (including loot, actually).
A better example would be Mass Effect.
R.I.P. City of Heroes and my 17 characters there
Whats for one is fun can be for other painfull experience, you like like skill based games, well wait for darkfall that will be ultimate skill based game your looking for with awesome open pvp system with full loot.
As long 99% of mmo comunity like wow style games im affraid this wont chance soon in near future our only hope is darkfall:).
I don't want to wait for Darkfall, because by the time it releases I'll be so old I won't be able to see the screen very well, and it will be hard to click the mouse with my arthritis.
In my opinion, the thing which separates the online game from the offline game is a sort of heroism. In an offline game the end of the game goal is to be the elite character of the game. For an online game to succeed(not fizzle with time), it must satisfy that element of elitism. I believe that this is achieved by providing end-game uniqueness and ease of accessibility. For a person to be immersed in a game I think they have to feel that they play an essential role. And playing an essential role, is hard to do if you are competing with 100,000 other stock end game builds in your virtual universe. Therefore, according to this model, not "stronger", but "uniquer"(excuse my grammar). Make people feel worthy of acknowledgement and you would might be surprised how much more frequently you find yourself interacting with them.