After reading a lot of posts and comments on the "challenge" in an mmo. I do agree that time spent, to a degree, is one of the only ways to create challenge. A lot of other things can be hacked or researched online.
Time spent becomes the game developers only way to distinguish those who want to excel and those who want to play casually(I used microsofts spelling dunno if its right). Someone who plays 1 hour a day should, only logically, have a different skill set and look/feel different from a character where more time is invested.
What we should be worrying about is not whether it takes 30 days or 3 days to get to 75, because the longer we have to invest time in the game, the more we get to enjoy it- like FF12 for month instead of days. What I hope to see in FF14 is still enjoying the game, while I level to 75 in 30-60 days.
There will be innovations and changes, as well as a new world to explore , new names to read, new skills and armour to attain. I think these things will help make FF14 appealing to play for a long time, but I doubt they will make it any less of a direct time/reward ratio game.
And I think part of the fun will be everyone starting at lvl 1 again (in ff11 the disparity of levels was disheartening for anyone new... they saw a 5 year player- and yah the time invested did scare them. This time around we are all noobs again and the player base is bigger.
WOW came out when the MMORPG had had some time to sink into the heads of gamers. NOW FF14 is coming out, beautiful as ever no doubt, comprehensive and deep and people will be able to jump ship from a multitude of MMOs to try it out. A healthy large community will also help this game be more enjoyable, especially if it is as challenging as FF11, because much of the challenge was due to there not being a lot of players to take part in all the things a person wanted to do on a given day or to produce/sell the items they needed to wear/craft/use.
Comments
After reading a lot of posts and comments on the "challenge" in an mmo. I do agree that time spent, to a degree, is one of the only ways to create challenge. A lot of other things can be hacked or researched online.
Time spent becomes the game developers only way to distinguish those who want to excel and those who want to play casually(I used microsofts spelling dunno if its right). Someone who plays 1 hour a day should, only logically, have a different skill set and look/feel different from a character where more time is invested.
What we should be worrying about is not whether it takes 30 days or 3 days to get to 75, because the longer we have to invest time in the game, the more we get to enjoy it- like FF12 for month instead of days. What I hope to see in FF14 is still enjoying the game, while I level to 75 in 30-60 days.
There will be innovations and changes, as well as a new world to explore , new names to read, new skills and armour to attain. I think these things will help make FF14 appealing to play for a long time, but I doubt they will make it any less of a direct time/reward ratio game.
And I think part of the fun will be everyone starting at lvl 1 again (in ff11 the disparity of levels was disheartening for anyone new... they saw a 5 year player- and yah the time invested did scare them. This time around we are all noobs again and the player base is bigger.
WOW came out when the MMORPG had had some time to sink into the heads of gamers. NOW FF14 is coming out, beautiful as ever no doubt, comprehensive and deep and people will be able to jump ship from a multitude of MMOs to try it out. A healthy large community will also help this game be more enjoyable, especially if it is as challenging as FF11, because much of the challenge was due to there not being a lot of players to take part in all the things a person wanted to do on a given day or to produce/sell the items they needed to wear/craft/use.
*steps down off the soap box*
WOOT
www.eorzeapedia.com
(Great FF14 source)