No one knows how much content is in any game before it is released. Just seems without dynamic content, which seems the thing lately, that a game without it might be at a disadvantage. I guess since me nor none of you know yet we can all just guess.
I don't really know if dynamic content will be as great as you seem to think, to me it seems like a bunch of random mobs appearing from time to time, not all that different from games like Darkfall, but in the end that kind of content seems bland at best imo. I haven't been following rift but from the way GW2 seems to be doing it, it might get boring pretty fast, not to mention that GW2 and Rift will more than likely pale in comparison to SWTOR when it comes to story. The personal story of GW2 didn't really impress me with the gamescon footage, but we'll see.
True or not true, I don't know but I at least believe most of it after reading all the replies and crosslink blog by Sandra
And as far as SWTOR goes...I do believe it's a huge waste of resources and focus hiring actors for the voice overs since there are tons of people who could do it and would for free(or next to nothing) and I'm sure some of them could do a decent/good job of it.
Really? Are people still posting novels about why they think *insert game* is going to be the omgreatestlifechanging thing ever? It's not out. Regardless of what you say, how you word it, it's still nonexistent right now. All you're doing is wasting your own time and anyone foolish enough to read your fortune telling essays. Someone posted something by some jackass that no one knows....and? Either you believe him or you don't, that's as far as it goes. Sometimes I forget whether I'm in SWTOR or GW2 forums because everybody talks like they've just met god or some crap.
You will like it and it'll meet your expectations or it won't. Word count will not affect that, nor will what you say here. Talk about relevant things concerning the game, not wild speculation. "BIGFOOT IS REAL AND STUFF CUZ I SAW A FURRY THING IN THE FOREST WITH THE STUFF AND THE THINGS AND THE ALIENS AND ELVIS." This kind of garbage is why nerds get a bad name.
SWTOR i can look forward to seeing how well they tie the story quests together with the other more general quests. Also, i'm interested to see how well they implement their world arcs and long quest chains which will require you to visit multiple worlds. I've always been a player who appreciates story whether or not in an MMO or in an RPG. With a huge focus on story, SWTOR has my benefit of doubt.
As for GW2, the dynamic events system dosen't appeal too much to me. Didn't WAR try something similar with their own public quest system? I'm not letting my hopes run too high with GW2 regarding the dynamic events. Not to say GW2 will be bad, just not too amused on that part.
Can i please have whatever this guys having? cause thats some killer stuff right there.
Seriously though, fully VO is something new to the genre, so of course it's something they are boosting (closest we got to that was AOC and that was only the starting area) they are also boosting the storyline, i wouldn't worry Bw as a game companies has made many of great games, I trust that far more then one guy on a blog that may or may not be telling the truth.
Actually, just about everything the guy said has been confirmed by other Mythic folks to be true. So, he's not on anything.
And he's not a former employee, he still has his job.
Voice overs are not new. Full voice overs, perhaps, but AoC and EQ2 had voice overs and did didn't really do anything for them. Hell, some games SUFFER from voice overs. Oblivion's storyline and quests were extremely limited due to the voice acting.
If you are making a multiplayer game, an MMORPG, and the thing you are the most proud of is the voice overs for quests, the things people dislike the most usually, and the things that are mostly there for SINGLE PLAYER purposes, you're going down in flames in a big way.
That just lacks a whole lot of credibility. I really doubt that guy works/worked for EA, even if he did, more than likely he has never seen or played the pre-beta SWTOR. Too many reports of people who actually played are contrary to what he's spewing. He seems to be just another jerk who has a blog.
You fanboys are so cute. You'll make excuses anywhere you can. It'll break your heart to learn then, that Sanya, and other Mythic employees have backed his claims.
That just lacks a whole lot of credibility. I really doubt that guy works/worked for EA, even if he did, more than likely he has never seen or played the pre-beta SWTOR. Too many reports of people who actually played are contrary to what he's spewing. He seems to be just another jerk who has a blog.
You fanboys are so cute. You'll make excuses anywhere you can. It'll break your heart to learn then, that Sanya, and other Mythic employees have backed his claims.
You're way cuter bending statements and letting out the important parts.
Sanya Weathers said he was wrong on her account, and the other Mythic employee basically contradicted him while EALouse still agreed with him.
On TOR, Sanya said nothing and the other guy said it was purely speculation as only 15 people worked as far far backup for the TOR team at Mythic, heck even EALouse himself admitted he knew nothing about TOR except that it would fail according to him.
What the guy was doing was the same damn thing all of you cute green men have been doing for the past 2 years: making statements like "TOR will suck because I think it will." or "TOR will suck because somehow all of its budget went into VO and they threw the rest in the air and danced around." which is basically the same thing.
But because that little snippet of speculation was embedded in a rant about something completely different you can pretend you're making some sort of argument.
You're not.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
That just lacks a whole lot of credibility. I really doubt that guy works/worked for EA, even if he did, more than likely he has never seen or played the pre-beta SWTOR. Too many reports of people who actually played are contrary to what he's spewing. He seems to be just another jerk who has a blog.
You fanboys are so cute. You'll make excuses anywhere you can. It'll break your heart to learn then, that Sanya, and other Mythic employees have backed his claims.
You're way cuter bending statements and letting out the important parts.
Sanya Weathers said he was wrong on her account, and the other Mythic employee basically contradicted him while EALouse still agreed with him.
On TOR, Sanya said nothing and the other guy said it was purely speculation as only 15 people worked as far far backup for the TOR team at Mythic, heck even EALouse himself admitted he knew nothing about TOR except that it would fail according to him.
What the guy was doing was the same damn thing all of you cute green men have been doing for the past 2 years: making statements like "TOR will suck because I think it will." or "TOR will suck because somehow all of its budget went into VO and they threw the rest in the air and danced around." which is basically the same thing.
But because that little snippet of speculation was embedded in a rant about something completely different you can pretend you're making some sort of argument.
You're not.
I am a themepark gamer, and I fully support this post.
Asking Devs to make AAA sandbox titles is like trying to get fine dining on a McDonalds dollar menu budget.
No one knows how much content is in any game before it is released. Just seems without dynamic content, which seems the thing lately, that a game without it might be at a disadvantage. I guess since me nor none of you know yet we can all just guess.
I don't really know if dynamic content will be as great as you seem to think, to me it seems like a bunch of random mobs appearing from time to time.
That's how I view it as well. Something that has been done since the invention of MMOs tbh. Guess I'll have to wait to see how it works, but it sounds very unimpressive.
No one knows how much content is in any game before it is released. Just seems without dynamic content, which seems the thing lately, that a game without it might be at a disadvantage. I guess since me nor none of you know yet we can all just guess.
I don't really know if dynamic content will be as great as you seem to think, to me it seems like a bunch of random mobs appearing from time to time.
That's how I view it as well. Something that has been done since the invention of MMOs tbh. Guess I'll have to wait to see how it works, but it sounds very unimpressive.
In some games it will certainly be bad. I don't think Rift looks impressive for this reason.
GW2 looks really good though. Basically a zone has a bunch of nodes for content, and these nodes are linked together with real consquences for success and failure. Don't stop bandits from attacking a town, and that town WILL get burned to the ground and the bandits will move take over there (maybe build a fort) and their reach will be extended to another area. Do stop the bandits, and then you can go to wherever they were coming from and work on continuing to stop them. That's just a tiny example -- there's a vid of a design session ArenaNet did where they got like 20 players together to design a chain for a zone. In that chain you are trying to stop a group of an innocent race from getting wiped out. You can forge alliances throughout the zone to help attack the evil fortress there, and depending on how many alliances you forge, it changes what the battle on the fortress would be like.
Good dynamic content is some really cool stuff. The fact you impact the world is just amazing. Definitely the wave of the future (GW2 is just the beginning, I'm sure).
No one knows how much content is in any game before it is released. Just seems without dynamic content, which seems the thing lately, that a game without it might be at a disadvantage. I guess since me nor none of you know yet we can all just guess.
I don't really know if dynamic content will be as great as you seem to think, to me it seems like a bunch of random mobs appearing from time to time.
That's how I view it as well. Something that has been done since the invention of MMOs tbh. Guess I'll have to wait to see how it works, but it sounds very unimpressive.
In some games it will certainly be bad. I don't think Rift looks impressive for this reason.
GW2 looks really good though. Basically a zone has a bunch of nodes for content, and these nodes are linked together with real consquences for success and failure. Don't stop bandits from attacking a town, and that town WILL get burned to the ground and the bandits will move take over there (maybe build a fort) and their reach will be extended to another area. Do stop the bandits, and then you can go to wherever they were coming from and work on continuing to stop them. That's just a tiny example -- there's a vid of a design session ArenaNet did where they got like 20 players together to design a chain for a zone. In that chain you are trying to stop a group of an innocent race from getting wiped out. You can forge alliances throughout the zone to help attack the evil fortress there, and depending on how many alliances you forge, it changes what the battle on the fortress would be like.
Good dynamic content is some really cool stuff. The fact you impact the world is just amazing. Definitely the wave of the future (GW2 is just the beginning, I'm sure).
The thing is, eventually after a period of time the the dynamic content will reset itself. If i remember correctly, it was stated by a ANET dev. So yes while you can save/not save that village, it will reset and as i see it, you will be doing the same content over and over even if you are moving to different areas of the game world.
To me, that is a lack of true content, that is being disguised as something new and innovative.
No one knows how much content is in any game before it is released. Just seems without dynamic content, which seems the thing lately, that a game without it might be at a disadvantage. I guess since me nor none of you know yet we can all just guess.
I don't really know if dynamic content will be as great as you seem to think, to me it seems like a bunch of random mobs appearing from time to time.
That's how I view it as well. Something that has been done since the invention of MMOs tbh. Guess I'll have to wait to see how it works, but it sounds very unimpressive.
In some games it will certainly be bad. I don't think Rift looks impressive for this reason.
GW2 looks really good though. Basically a zone has a bunch of nodes for content, and these nodes are linked together with real consquences for success and failure. Don't stop bandits from attacking a town, and that town WILL get burned to the ground and the bandits will move take over there (maybe build a fort) and their reach will be extended to another area. Do stop the bandits, and then you can go to wherever they were coming from and work on continuing to stop them. That's just a tiny example -- there's a vid of a design session ArenaNet did where they got like 20 players together to design a chain for a zone. In that chain you are trying to stop a group of an innocent race from getting wiped out. You can forge alliances throughout the zone to help attack the evil fortress there, and depending on how many alliances you forge, it changes what the battle on the fortress would be like.
Good dynamic content is some really cool stuff. The fact you impact the world is just amazing. Definitely the wave of the future (GW2 is just the beginning, I'm sure).
The thing is, eventually after a period of time the the dynamic content will reset itself. If i remember correctly, it was stated by a ANET dev. So yes while you can save/not save that village, it will reset and as i see it, you will be doing the same content over and over even if you are moving to different areas of the game world.
To me, that is a lack of true content, that is being disguised as something new and innovative.
It doesn't reset. You apparently completely misheard the ArenaNet dev, because they've been very clear on that.
Now, if you push back bandits, say, and then let them move forward again, then it is possible to get them attacking a village or whatever again (assuming everything else connected to that village is pretty much the same or doesn't matter). Overall the chance of an entire zone looking much the same if you ever revisit it is extremely small, since they PACKED with nodes.
If you're going to say Dynamic Content is the "same thing over and over again", then that applies a thousand times over for questing, which is much, much worse.
No one knows how much content is in any game before it is released. Just seems without dynamic content, which seems the thing lately, that a game without it might be at a disadvantage. I guess since me nor none of you know yet we can all just guess.
I don't really know if dynamic content will be as great as you seem to think, to me it seems like a bunch of random mobs appearing from time to time.
That's how I view it as well. Something that has been done since the invention of MMOs tbh. Guess I'll have to wait to see how it works, but it sounds very unimpressive.
In some games it will certainly be bad. I don't think Rift looks impressive for this reason.
GW2 looks really good though. Basically a zone has a bunch of nodes for content, and these nodes are linked together with real consquences for success and failure. Don't stop bandits from attacking a town, and that town WILL get burned to the ground and the bandits will move take over there (maybe build a fort) and their reach will be extended to another area. Do stop the bandits, and then you can go to wherever they were coming from and work on continuing to stop them. That's just a tiny example -- there's a vid of a design session ArenaNet did where they got like 20 players together to design a chain for a zone. In that chain you are trying to stop a group of an innocent race from getting wiped out. You can forge alliances throughout the zone to help attack the evil fortress there, and depending on how many alliances you forge, it changes what the battle on the fortress would be like.
Good dynamic content is some really cool stuff. The fact you impact the world is just amazing. Definitely the wave of the future (GW2 is just the beginning, I'm sure).
The thing is, eventually after a period of time the the dynamic content will reset itself. If i remember correctly, it was stated by a ANET dev. So yes while you can save/not save that village, it will reset and as i see it, you will be doing the same content over and over even if you are moving to different areas of the game world.
To me, that is a lack of true content, that is being disguised as something new and innovative.
It doesn't reset. You apparently completely misheard the ArenaNet dev, because they've been very clear on that.
Now, if you push back bandits, say, and then let them move forward again, then it is possible to get them attacking a village or whatever again (assuming everything else connected to that village is pretty much the same or doesn't matter). Overall the chance of an entire zone looking much the same if you ever revisit it is extremely small, since they PACKED with nodes.
If you're going to say Dynamic Content is the "same thing over and over again", then that applies a thousand times over for questing, which is much, much worse.
I hate to call you wrong, but you are. For proof all you need to do is go to the GW2 forums here, look up everything we know about GW2 thread and go to the dynamic content section Q&A part 2.
thing is, eventually after a period of time the the dynamic content will reset itself. If i remember correctly, it was stated by a ANET dev. So yes while you can save/not save that village, it will reset and as i see it, you will be doing the same content over and over even if you are moving to different areas of the game world.
To me, that is a lack of true content, that is being disguised as something new and innovative.
Reminds me of STO's "Genesis" system...randomly generated content for "explore" missions vs. true quests. I don't think there is any disagreement that that system was an utter failure. I'm certain GW2 will do better than Cryptic did with it, but any lack of TRUE quests will cause me to be suspicious. I love random and I love the unexpected...but so far, computer AI randomness is no substitute for human creativity.
I hate to call you wrong, but you are. For proof all you need to do is go to the GW2 forums here, look up everything we know about GW2 thread and go to the dynamic content section Q&A part 2.
Basically everything I said besides that is still valid. It isn't like a typical MMO where things happen again 5 minutes later.
Also, not every DE resets like that, as he explains. Only some do.
thing is, eventually after a period of time the the dynamic content will reset itself. If i remember correctly, it was stated by a ANET dev. So yes while you can save/not save that village, it will reset and as i see it, you will be doing the same content over and over even if you are moving to different areas of the game world.
To me, that is a lack of true content, that is being disguised as something new and innovative.
Reminds me of STO's "Genesis" system...randomly generated content for "explore" missions vs. true quests. I don't think there is any disagreement that that system was an utter failure. I'm certain GW2 will do better than Cryptic did with it, but any lack of TRUE quests will cause me to be suspicious. I love random and I love the unexpected...but so far, computer AI randomness is no substitute for human creativity.
I'll take SW:ToR's approach.
Bringing up STO is a pretty silly thing to do. That was an underfunded, rushed game (not even 2 years of dev time). That's like saying a game is going to be bad because of Dai Katana or something. Picking on of the worst games in the genre which failed for many, many reasons doesn't prove anything.
Also, Dynamic Content isn't randomly generated, for what it is worth. Each event is hand-crafted. Basically it is a far, far better way to implement questing and link quests together. It makes the world more immersive and changing.
I think the dynamic content system that has been announced in GW2 sounds a lot more impressive than the one from RIFT. I like the idea of highly-scripted public quests that change over time depending on the outcome of previous events. Even though I know they will reset at some point, it should make the journey through the level progression much more enjoyable and make it at least 'feel' like everything you do has an actual affect on the world. However, I think this is really an illusion when it all comes down to it...
The way they are handling the 'dynamic' content in TOR sounds a lot more interesting to me because choices you make throughout the game will have a lot of permanent consequences on your character and the way you perceive the world around you. Once important choices have been made, these events will never reset for you. You will have to live with the consequences good or bad. It just seems like it will have more permanence to me than the GW2 system...
Still I think both of GW2 and TOR sound very cool and I fully intend to try both. I'm still not sold on RIFT...
The way they are handling the 'dynamic' content in TOR sounds a lot more interesting to me because choices you make throughout the game will have a lot of permanent consequences on your character and the way you perceive the world around you. Once important choices have been made, these events will never reset for you. You will have to live with the consequences good or bad. It just seems like it will have more permanence to me than the GW2 system...
GW has personal stories with the same permanence (and just like TOR the permanence is instanced). Granted, there is probably less personal story in GW than in TOR, since the budget is a bit smaller, on the other hand it is race specific rather than class specific, so that's just 5 options (might make variety easier). Also, you answer a series of background questions when you create your character, which plays into that personal story (that's definitely more depth than what TOR has for background).
The way they are handling the 'dynamic' content in TOR sounds a lot more interesting to me because choices you make throughout the game will have a lot of permanent consequences on your character and the way you perceive the world around you. Once important choices have been made, these events will never reset for you. You will have to live with the consequences good or bad. It just seems like it will have more permanence to me than the GW2 system...
GW has personal stories with the same permanence (and just like TOR the permanence is instanced). Granted, there is probably less personal story in GW than in TOR, since the budget is a bit smaller, on the other hand it is race specific rather than class specific, so that's just 5 options (might make variety easier). Also, you answer a series of background questions when you create your character, which plays into that personal story (that's definitely more depth than what TOR has for background).
Don't get me wrong, I think GW2 looks very very cool. I'm just not convinced that they will have anywhere near the same amount of personal story that TOR is offering. Still I think it looks a lot cooler than any of the other MMOs I have been playing... and I think it looks WAY cooler than RIFT. I'm still the most excited about TOR though.
Only people who never played seriouslycould think that voice over/cinematics/story telling are the core game play of MMO's.
For once and for all: they are NOT.
omg THIS. an mmorpg is a game you want to spend hundreds of hours playing,killing, hanging with friends.
cinematics and voiceover have nothing to do with how fun the other 99.9% of your gameplay will be.
All that story telling could do is continue the game,but if game fails not much to continue when its dead.
LOTRO, WOW and EQ2 have been telling a story for quite some time now. That said.
Lets say this blog is correct on the budget. Thats 300 miliion spent, which doesn't make for an I win button for Bioware. Yet it shows they've spent a lot, also consider most hands on experiences have been positive. Especially in regard to playability and polish. This says to me they've spent some of that budget on refining the core gameplay of the game.
Add to that a deep story which is 100's of hours on the class side alone, that's not even taking into account the world arks etc.. that are spread throughout the planets. Not to mention group questing, and the inevitable side quest here and there. They've also said great things are in store for those who take the time to explore the many worlds. Sounds like they will have plenty of content to keep people busy for quite a while.
Of course they will also have both world and instanced PVP. As per the normal MMO, add to that some form of crafting, and raiding. Mini games like the space portion, possibly more in regard to side activities. Pazaak and swoop racing are a couple we might see.
The addition of story doesn't exactly mean the rest of the game will be lacking. Maybe that's why this game has cost as much as it has?
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Originally posted by Anubisan The way they are handling the 'dynamic' content in TOR sounds a lot more interesting to me because choices you make throughout the game will have a lot of permanent consequences on your character and the way you perceive the world around you. Once important choices have been made, these events will never reset for you. You will have to live with the consequences good or bad. It just seems like it will have more permanence to me than the GW2 system...
GW has personal stories with the same permanence (and just like TOR the permanence is instanced). Granted, there is probably less personal story in GW than in TOR, since the budget is a bit smaller, on the other hand it is race specific rather than class specific, so that's just 5 options (might make variety easier). Also, you answer a series of background questions when you create your character, which plays into that personal story (that's definitely more depth than what TOR has for background).
Thats not necessarily true. Supposedly you will be able to choose backgrounds in TOR as well, to what depth, we do not know. Certain races and classes obviously will have options for different backgrounds. As we don't know how many races we will have, nor do we know the amount of backgrounds that can or would be shared between them, I think it is very possible to have a lot of background choices.
The way they are handling the 'dynamic' content in TOR sounds a lot more interesting to me because choices you make throughout the game will have a lot of permanent consequences on your character and the way you perceive the world around you. Once important choices have been made, these events will never reset for you. You will have to live with the consequences good or bad. It just seems like it will have more permanence to me than the GW2 system...
GW has personal stories with the same permanence (and just like TOR the permanence is instanced). Granted, there is probably less personal story in GW than in TOR, since the budget is a bit smaller, on the other hand it is race specific rather than class specific, so that's just 5 options (might make variety easier). Also, you answer a series of background questions when you create your character, which plays into that personal story (that's definitely more depth than what TOR has for background).
Thats not necessarily true. Supposedly you will be able to choose backgrounds in TOR as well, to what depth, we do not know. Certain races and classes obviously will have options for different backgrounds. As we don't know how many races we will have, nor do we know the amount of backgrounds that can or would be shared between them, I think it is very possible to have a lot of background choices.
From what they've showed, you choose one background, like "street urchin." That's a step below answering 5 or so questions where the answer to one of them might be "street urchin" and the rest involve other things. That's all I was saying. Unless you think TOR is going to have a few hundred backgrounds to choose, but I think that's unlikely.
I'm not saying this is the biggest deal ever, btw, so let's not blow this up into a massive conversation. I was just saying it was a point in GW2's favor regarding personal stories. It's likely to have a lot less content, I'd think, based on how much voice is in both games, so that's a few points in TOR's favor. I expect the personal story in TOR will overall be better, but GW2 isn't bad in this regard.
Comments
I don't really know if dynamic content will be as great as you seem to think, to me it seems like a bunch of random mobs appearing from time to time, not all that different from games like Darkfall, but in the end that kind of content seems bland at best imo. I haven't been following rift but from the way GW2 seems to be doing it, it might get boring pretty fast, not to mention that GW2 and Rift will more than likely pale in comparison to SWTOR when it comes to story. The personal story of GW2 didn't really impress me with the gamescon footage, but we'll see.
True or not true, I don't know but I at least believe most of it after reading all the replies and crosslink blog by Sandra
And as far as SWTOR goes...I do believe it's a huge waste of resources and focus hiring actors for the voice overs since there are tons of people who could do it and would for free(or next to nothing) and I'm sure some of them could do a decent/good job of it.
PIRATE LORDS
Really? Are people still posting novels about why they think *insert game* is going to be the omgreatestlifechanging thing ever? It's not out. Regardless of what you say, how you word it, it's still nonexistent right now. All you're doing is wasting your own time and anyone foolish enough to read your fortune telling essays. Someone posted something by some jackass that no one knows....and? Either you believe him or you don't, that's as far as it goes. Sometimes I forget whether I'm in SWTOR or GW2 forums because everybody talks like they've just met god or some crap.
You will like it and it'll meet your expectations or it won't. Word count will not affect that, nor will what you say here. Talk about relevant things concerning the game, not wild speculation. "BIGFOOT IS REAL AND STUFF CUZ I SAW A FURRY THING IN THE FOREST WITH THE STUFF AND THE THINGS AND THE ALIENS AND ELVIS." This kind of garbage is why nerds get a bad name.
I don't see Rift offering anything special.
SWTOR i can look forward to seeing how well they tie the story quests together with the other more general quests. Also, i'm interested to see how well they implement their world arcs and long quest chains which will require you to visit multiple worlds. I've always been a player who appreciates story whether or not in an MMO or in an RPG. With a huge focus on story, SWTOR has my benefit of doubt.
As for GW2, the dynamic events system dosen't appeal too much to me. Didn't WAR try something similar with their own public quest system? I'm not letting my hopes run too high with GW2 regarding the dynamic events. Not to say GW2 will be bad, just not too amused on that part.
Actually, just about everything the guy said has been confirmed by other Mythic folks to be true. So, he's not on anything.
And he's not a former employee, he still has his job.
Voice overs are not new. Full voice overs, perhaps, but AoC and EQ2 had voice overs and did didn't really do anything for them. Hell, some games SUFFER from voice overs. Oblivion's storyline and quests were extremely limited due to the voice acting.
If you are making a multiplayer game, an MMORPG, and the thing you are the most proud of is the voice overs for quests, the things people dislike the most usually, and the things that are mostly there for SINGLE PLAYER purposes, you're going down in flames in a big way.
You fanboys are so cute. You'll make excuses anywhere you can. It'll break your heart to learn then, that Sanya, and other Mythic employees have backed his claims.
You're way cuter bending statements and letting out the important parts.
Sanya Weathers said he was wrong on her account, and the other Mythic employee basically contradicted him while EALouse still agreed with him.
On TOR, Sanya said nothing and the other guy said it was purely speculation as only 15 people worked as far far backup for the TOR team at Mythic, heck even EALouse himself admitted he knew nothing about TOR except that it would fail according to him.
What the guy was doing was the same damn thing all of you cute green men have been doing for the past 2 years: making statements like "TOR will suck because I think it will." or "TOR will suck because somehow all of its budget went into VO and they threw the rest in the air and danced around." which is basically the same thing.
But because that little snippet of speculation was embedded in a rant about something completely different you can pretend you're making some sort of argument.
You're not.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
I am a themepark gamer, and I fully support this post.
Asking Devs to make AAA sandbox titles is like trying to get fine dining on a McDonalds dollar menu budget.
That's how I view it as well. Something that has been done since the invention of MMOs tbh. Guess I'll have to wait to see how it works, but it sounds very unimpressive.
In some games it will certainly be bad. I don't think Rift looks impressive for this reason.
GW2 looks really good though. Basically a zone has a bunch of nodes for content, and these nodes are linked together with real consquences for success and failure. Don't stop bandits from attacking a town, and that town WILL get burned to the ground and the bandits will move take over there (maybe build a fort) and their reach will be extended to another area. Do stop the bandits, and then you can go to wherever they were coming from and work on continuing to stop them. That's just a tiny example -- there's a vid of a design session ArenaNet did where they got like 20 players together to design a chain for a zone. In that chain you are trying to stop a group of an innocent race from getting wiped out. You can forge alliances throughout the zone to help attack the evil fortress there, and depending on how many alliances you forge, it changes what the battle on the fortress would be like.
Good dynamic content is some really cool stuff. The fact you impact the world is just amazing. Definitely the wave of the future (GW2 is just the beginning, I'm sure).
The thing is, eventually after a period of time the the dynamic content will reset itself. If i remember correctly, it was stated by a ANET dev. So yes while you can save/not save that village, it will reset and as i see it, you will be doing the same content over and over even if you are moving to different areas of the game world.
To me, that is a lack of true content, that is being disguised as something new and innovative.
It doesn't reset. You apparently completely misheard the ArenaNet dev, because they've been very clear on that.
Now, if you push back bandits, say, and then let them move forward again, then it is possible to get them attacking a village or whatever again (assuming everything else connected to that village is pretty much the same or doesn't matter). Overall the chance of an entire zone looking much the same if you ever revisit it is extremely small, since they PACKED with nodes.
If you're going to say Dynamic Content is the "same thing over and over again", then that applies a thousand times over for questing, which is much, much worse.
I hate to call you wrong, but you are. For proof all you need to do is go to the GW2 forums here, look up everything we know about GW2 thread and go to the dynamic content section Q&A part 2.
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Reminds me of STO's "Genesis" system...randomly generated content for "explore" missions vs. true quests. I don't think there is any disagreement that that system was an utter failure. I'm certain GW2 will do better than Cryptic did with it, but any lack of TRUE quests will cause me to be suspicious. I love random and I love the unexpected...but so far, computer AI randomness is no substitute for human creativity.
I'll take SW:ToR's approach.
Basically everything I said besides that is still valid. It isn't like a typical MMO where things happen again 5 minutes later.
Also, not every DE resets like that, as he explains. Only some do.
Bringing up STO is a pretty silly thing to do. That was an underfunded, rushed game (not even 2 years of dev time). That's like saying a game is going to be bad because of Dai Katana or something. Picking on of the worst games in the genre which failed for many, many reasons doesn't prove anything.
Also, Dynamic Content isn't randomly generated, for what it is worth. Each event is hand-crafted. Basically it is a far, far better way to implement questing and link quests together. It makes the world more immersive and changing.
I think the dynamic content system that has been announced in GW2 sounds a lot more impressive than the one from RIFT. I like the idea of highly-scripted public quests that change over time depending on the outcome of previous events. Even though I know they will reset at some point, it should make the journey through the level progression much more enjoyable and make it at least 'feel' like everything you do has an actual affect on the world. However, I think this is really an illusion when it all comes down to it...
The way they are handling the 'dynamic' content in TOR sounds a lot more interesting to me because choices you make throughout the game will have a lot of permanent consequences on your character and the way you perceive the world around you. Once important choices have been made, these events will never reset for you. You will have to live with the consequences good or bad. It just seems like it will have more permanence to me than the GW2 system...
Still I think both of GW2 and TOR sound very cool and I fully intend to try both. I'm still not sold on RIFT...
GW has personal stories with the same permanence (and just like TOR the permanence is instanced). Granted, there is probably less personal story in GW than in TOR, since the budget is a bit smaller, on the other hand it is race specific rather than class specific, so that's just 5 options (might make variety easier). Also, you answer a series of background questions when you create your character, which plays into that personal story (that's definitely more depth than what TOR has for background).
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omg THIS. an mmorpg is a game you want to spend hundreds of hours playing,killing, hanging with friends.
cinematics and voiceover have nothing to do with how fun the other 99.9% of your gameplay will be.
All that story telling could do is continue the game,but if game fails not much to continue when its dead.
Don't get me wrong, I think GW2 looks very very cool. I'm just not convinced that they will have anywhere near the same amount of personal story that TOR is offering. Still I think it looks a lot cooler than any of the other MMOs I have been playing... and I think it looks WAY cooler than RIFT. I'm still the most excited about TOR though.
LOTRO, WOW and EQ2 have been telling a story for quite some time now. That said.
Lets say this blog is correct on the budget. Thats 300 miliion spent, which doesn't make for an I win button for Bioware. Yet it shows they've spent a lot, also consider most hands on experiences have been positive. Especially in regard to playability and polish. This says to me they've spent some of that budget on refining the core gameplay of the game.
Add to that a deep story which is 100's of hours on the class side alone, that's not even taking into account the world arks etc.. that are spread throughout the planets. Not to mention group questing, and the inevitable side quest here and there. They've also said great things are in store for those who take the time to explore the many worlds. Sounds like they will have plenty of content to keep people busy for quite a while.
Of course they will also have both world and instanced PVP. As per the normal MMO, add to that some form of crafting, and raiding. Mini games like the space portion, possibly more in regard to side activities. Pazaak and swoop racing are a couple we might see.
The addition of story doesn't exactly mean the rest of the game will be lacking. Maybe that's why this game has cost as much as it has?
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Thats not necessarily true. Supposedly you will be able to choose backgrounds in TOR as well, to what depth, we do not know. Certain races and classes obviously will have options for different backgrounds. As we don't know how many races we will have, nor do we know the amount of backgrounds that can or would be shared between them, I think it is very possible to have a lot of background choices.
From what they've showed, you choose one background, like "street urchin." That's a step below answering 5 or so questions where the answer to one of them might be "street urchin" and the rest involve other things. That's all I was saying. Unless you think TOR is going to have a few hundred backgrounds to choose, but I think that's unlikely.
I'm not saying this is the biggest deal ever, btw, so let's not blow this up into a massive conversation. I was just saying it was a point in GW2's favor regarding personal stories. It's likely to have a lot less content, I'd think, based on how much voice is in both games, so that's a few points in TOR's favor. I expect the personal story in TOR will overall be better, but GW2 isn't bad in this regard.