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How little content is acceptable?....

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  • SquishydewSquishydew Member UncommonPosts: 1,107
    Originally posted by GTwander

    Originally posted by Agoden


    MMOwise, enough content to play 20+ hours a week without repeating content you've already done before.

     

    I hope you are not serious.

    There are long-winded RPG's you'd be through with in a month - how can you expect an MMO to do better? Especially with unique content like raids n' junk, how are they supposed to make enough of that to never rehash any of it?

     

    Sorry, meant "Without repeating content you've already done before that week" I'll fix the post.

  • Wharg0ulWharg0ul Member Posts: 4,183
    Originally posted by GTwander


    Ya, but lots of people don't have the creativity to make interesting content with those tools, and even more don't have the initiative to even mess with them. You either feel enthralled by the sandbox's options at hand, or can't figure out a single thing to do and blame the game.



     

    lol....sux for them.

    Sorry, but I freakin' HATE themepark games. I cannot stand being led by the nose from zone to zone, quest to quest, mob to mob.

    If these people NEED that, there are plenty of games available to them.

    But don't put sandbox games down simply because these....sheeple....lack imagination. It's not the game's fault.

    When I see people crying in a sandbox about tehre being nothing to do, I give them some suggestions, some friendly advice. If that's not enough, I give them a "quest"....to seek the logout button.

    image

  • Wharg0ulWharg0ul Member Posts: 4,183
    Originally posted by Briansho


    I don't know about content but people seem to like the "carrot on a stick" flashy item concept lately. Gotta chase that next shiny new item and show it off to everyone, who all have the exact same item.



    full loot PVP fixes this

    image

  • ElikalElikal Member UncommonPosts: 7,912

    Simply said: a MMO needs enough content to have alts see different quests. That is why Champions Online and STO are EPIC FAILS! They have just so much content to allow ONE play through and then you have seen ALL. EVERY. SINGLE. QUEST.

    THAT IS WAY TOO LITTLE, CRYPTIC! Ok, I guess they don't care. But thats what I think.

    Size matters. I want to bite my teeth into a big steak of a game. I want huge worlds, many quests, enough for at least 3 alts and still seeing mostly new stuff with each new char. Enough different classes with different combat, enough different gear to wear, not like in AoC where my Barbarian wore all the way up the same brown sackcloth type of rubbish!

    People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert

  • inBOILinBOIL Member Posts: 669
    Originally posted by Wharg0ul



    When I see people crying in a sandbox about tehre being nothing to do, I give them some suggestions, some friendly advice. If that's not enough, I give them a "quest"....to seek the logout button.

    like in sandbox called life,do you give that same quest?

     

     

    Generation P

  • Wharg0ulWharg0ul Member Posts: 4,183
    Originally posted by inBOIL

    Originally posted by Wharg0ul



    When I see people crying in a sandbox about tehre being nothing to do, I give them some suggestions, some friendly advice. If that's not enough, I give them a "quest"....to seek the logout button.

    like in sandbox called life,do you give that same quest?

     

     



     

    yes

    image

  • inBOILinBOIL Member Posts: 669
    Originally posted by Wharg0ul

    Originally posted by inBOIL

    Originally posted by Wharg0ul



    When I see people crying in a sandbox about tehre being nothing to do, I give them some suggestions, some friendly advice. If that's not enough, I give them a "quest"....to seek the logout button.

    like in sandbox called life,do you give that same quest?

     

     



     

    yes

    Now

    In real Sandbox They cry because they cant do it.

    If They can do it,so easily,it wasnt real Sandbox in the first place.

     

    Generation P

  • AmatheAmathe Member LegendaryPosts: 7,630

    We are past the point that making a very basic mmo is the rocket science it used to be. Evidence the hundreds of free to play games that all have basic features and functionality (some are much more advanced) made by companies I have never heard about.

     

    So for a AAA title, the bar has been raised. They had better arch my eyebrows and awe me with whatever they are bringing.  If they shovel out the same old same old, I have too many other options to pay them top dollar for a generic rpg clone.

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by Amathe


    We are past the point that making a very basic mmo is the rocket science it used to be. Evidence the hundreds of free to play games that all have basic features and functionality (some are much more advanced) made by companies I have never heard about.
     
    So for a AAA title, the bar has been raised. They had better arch my eyebrows and awe me with whatever they are bringing.  If they shovel out the same old same old, I have too many other options to pay them top dollar for a generic rpg clone.



     

    Well the issue is that common MMORPG features still individually take nearly as much time to develop now as they did originally.  The only thing saved is some design time, should a company decide to stamp out a clone of a feature (like mailboxes or auction houses), but design time wasn't ever a huge portion of the true dev cost.

    This is why piling more features atop the already crazy amount of features in a typical MMORPG isn't a particularly feasible way of raising the bar.  Instead what you want to do is shed any deadweight features so that you have more time to work on the few really amazing/new/innovative features your game is going to offer.  Basically you decide what the core experiences of your game are, and build a feature list around those experiences -- and you leave out anything that isn't part of those core experiences (which may mean ditching one or more features common to MMORPGs.)

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • AmatheAmathe Member LegendaryPosts: 7,630
    Originally posted by Axehilt


     
    Well the issue is that common MMORPG features still individually take nearly as much time to develop now as they did originally.  The only thing saved is some design time, should a company decide to stamp out a clone of a feature (like mailboxes or auction houses), but design time wasn't ever a huge portion of the true dev cost.
    This is why piling more features atop the already crazy amount of features in a typical MMORPG isn't a particularly feasible way of raising the bar.  Instead what you want to do is shed any deadweight features so that you have more time to work on the few really amazing/new/innovative features your game is going to offer.  Basically you decide what the core experiences of your game are, and build a feature list around those experiences -- and you leave out anything that isn't part of those core experiences (which may mean ditching one or more features common to MMORPGs.)



     

    I guess what I mean is this. It would be nice if someone broke some new ground with gameplay, features or content that is new. But for me to be happy they don't have to put out something entirely new. They just have to put it out in a way that it really rocks.

    It's kind of like having a contest to make chili. There is a certain sameness to all chili, and there are a finite number of ingredients that chili can contain. Still, some chili is much better prepared and put together than others. I'm expecting some pretty damn good chili from a AAA title. Pour me something made by Campbell's and I'm not going to be impressed.

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Wharg0ul

    Originally posted by GTwander


    Ya, but lots of people don't have the creativity to make interesting content with those tools, and even more don't have the initiative to even mess with them. You either feel enthralled by the sandbox's options at hand, or can't figure out a single thing to do and blame the game.



     

    lol....sux for them.

    Sorry, but I freakin' HATE themepark games. I cannot stand being led by the nose from zone to zone, quest to quest, mob to mob.

    If these people NEED that, there are plenty of games available to them.

    But don't put sandbox games down simply because these....sheeple....lack imagination. It's not the game's fault.

    When I see people crying in a sandbox about tehre being nothing to do, I give them some suggestions, some friendly advice. If that's not enough, I give them a "quest"....to seek the logout button.

     

    Of course it is the game's fault. A game designed for players who do not exist is useless.

    I would take professional created content any time of the day. 99% of player created content is just crap and I don't want to waste time to sort through to find the gems.

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