I horribly miss those days and shake my head wondering how we got to where we are now. It's sad, truly sad.
I don't need to be a hero, I just need a world to live and play in.
"Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky
I prefer if im a guy with a sword(gun/spaceship), captured in a tight spot between the hammer and anvil and need to fight for my survival/life, building alliances, gaining friends, making enemies, instead of vanquishing THE EVIL (TM).
At least in an MMO this makes infinitely more sense.
In SP, no there i want to be heroic, i want Sheppard to save the universe, i want to FUSRODAH dragons and beat the Jokers teeth in. I dont dig minecraft.
Maybe MMOs are not for you. Some developers create games with stories. These stories are fictional and are fantasy. So you say in UO you had to kill deer(thats what hunters do) , maybe it was the intention that you were just an average joe in the story of UO and then when you get out into the world you had to kill monsters. To me that sounds boring since you only kill wildlife for the first couple levels and then its monsters from then on.
I really dont understand your arguement. An MMORPG is a game that puts you in a world where you make the choice to be a hero or not. All games have a different storyline and when i say different its really just names and forms. The plot is usually the same. one faction fighting another faction for supremacy with a bigger world problem hanging over the heroes' heads.
All I'm saying is find the game that is right for you. I could see that if the enemies you face do the same thing to you no matter the level it would be boring. I never played UO so I have no idea what the relevance to killing deer is to the main story.
A game that has you killing monsters right at the beginning should give you a sense that the world is not well, and there probably arent any deer out there.
I agree completely. With too much heroicness, I feel a disconnect with my character. I really do believe that they should keep that "save the world at level three" garbage for the single player games.
Which, now that you mention it, is probably why in the last few years, I've been more interested in crafting. CRAFTING. I never thought I'd say that.
I really do play MMORPG's for the social aspect, not to be some freaking deity in some virtual reality.
I'm already something of a deity in real life.
Bah Dum - Tish!
So do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." - Matthew 6-34
Maybe MMOs are not for you. Some developers create games with stories. These stories are fictional and are fantasy. So you say in UO you had to kill deer(thats what hunters do) , maybe it was the intention that you were just an average joe in the story of UO and then when you get out into the world you had to kill monsters. To me that sounds boring since you only kill wildlife for the first couple levels and then its monsters from then on.
I really dont understand your arguement. An MMORPG is a game that puts you in a world where you make the choice to be a hero or not. All games have a different storyline and when i say different its really just names and forms. The plot is usually the same. one faction fighting another faction for supremacy with a bigger world problem hanging over the heroes' heads.
All I'm saying is find the game that is right for you. I could see that if the enemies you face do the same thing to you no matter the level it would be boring. I never played UO so I have no idea what the relevance to killing deer is to the main story.
A game that has you killing monsters right at the beginning should give you a sense that the world is not well, and there probably arent any deer out there.
Considering that there are basically three pages agree with me that this heroic stuff has gotten out of hand...I doubt that .
Also, I'm not arguing that you should have to kill deer for 20 levels. I'm just arguing that games try to introduce MOBs that should be very powerful way too early in the game and I don't think that players need "ego-coddling" by being constantly reminded that they are a badass at all times.
Want to know what heroic or epic was to me in a game? Watching Og in AC run into a town and slay everyone there wearing nothing and using only a dagger and his magic. Or watching a player like Redeemer go into a base on Planetside with the standard loadout and killing everyone there. That was awesome. That was epic.
Yeah exactly, being really heroic is relative to your peers. It's only heroic if it's something uncommon that not everyone else can do.
If you live in a world full of superheroes...then you're not really heroic.
Yeah I miss the days of taking out numerous players in SWG with my overpowered build, Fencer doc pistoleer, great stats from that build plus health healing and dot healing. You don't know how many hate tells I'd get after doing that either, all with one common theme, hacker!!...
People didn't realize I simply had crazy stats, 90 dizzy defense, 113 knockdown defense (few skill mods), etc... Those two stats were the most important to taking out more than one or two people. On top of that I had a ton of dot weapons that cycled with my healing macros.
Games just don't allow this anymore, too many cries, not enough people willing to work, learn and achieve that.
The most I took out at once was six at the dant mining outpost, mostly due to them being to oblivious to run into the water to heal my mind fire dots lmao.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Maybe MMOs are not for you. Some developers create games with stories. These stories are fictional and are fantasy. So you say in UO you had to kill deer(thats what hunters do) , maybe it was the intention that you were just an average joe in the story of UO and then when you get out into the world you had to kill monsters. To me that sounds boring since you only kill wildlife for the first couple levels and then its monsters from then on.
I really dont understand your arguement. An MMORPG is a game that puts you in a world where you make the choice to be a hero or not. All games have a different storyline and when i say different its really just names and forms. The plot is usually the same. one faction fighting another faction for supremacy with a bigger world problem hanging over the heroes' heads.
All I'm saying is find the game that is right for you. I could see that if the enemies you face do the same thing to you no matter the level it would be boring. I never played UO so I have no idea what the relevance to killing deer is to the main story.
A game that has you killing monsters right at the beginning should give you a sense that the world is not well, and there probably arent any deer out there.
Considering that there are basically three pages agree with me that this heroic stuff has gotten out of hand...I doubt that .
Also, I'm not arguing that you should have to kill deers for 20 levels. I'm just arguing that games try to introduce MOBs that should be very powerful way too early in the game and I don't think that players need "ego-coddling" by being constantly reminded that they are a badass at all times.
I had more fun killing dear in UO than what MMOs of today have to offer. Kill it, skin it, make some bags or armor. Now you start out as Superman who evolves to be a god... just like everyone else in game.
"Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky
Maybe MMOs are not for you. Some developers create games with stories. These stories are fictional and are fantasy. So you say in UO you had to kill deer(thats what hunters do) , maybe it was the intention that you were just an average joe in the story of UO and then when you get out into the world you had to kill monsters. To me that sounds boring since you only kill wildlife for the first couple levels and then its monsters from then on.
I really dont understand your arguement. An MMORPG is a game that puts you in a world where you make the choice to be a hero or not. All games have a different storyline and when i say different its really just names and forms. The plot is usually the same. one faction fighting another faction for supremacy with a bigger world problem hanging over the heroes' heads.
All I'm saying is find the game that is right for you. I could see that if the enemies you face do the same thing to you no matter the level it would be boring. I never played UO so I have no idea what the relevance to killing deer is to the main story.
A game that has you killing monsters right at the beginning should give you a sense that the world is not well, and there probably arent any deer out there.
Considering that there are basically three pages agree with me that this heroic stuff has gotten out of hand...I doubt that .
Also, I'm not arguing that you should have to kill deers for 20 levels. I'm just arguing that games try to introduce MOBs that should be very powerful way too early in the game and I don't think that players need "ego-coddling" by being constantly reminded that they are a badass at all times.
3 pages or 300 pages, they are still in the extreme minority compared current generation of MMO gamers.
I really dont understand your arguement. An MMORPG is a game that puts you in a world where you make the choice to be a hero or not.
The point is that most games don't give you that choice - you can be the blue hero or the red hero, but the only viable civilian playstyle is a merchant working the auction house.
The UO culture was very different - you had people who would play blacksmiths, fishermen - and that was the character's entire game, not a side hobby. They never aspired to slay dragons or save the world, they just experienced the game as a civilian living in a fantasy community. The focus of the game was the interconnectedness of the world, rather than the progression of a story.
Maybe MMOs are not for you. Some developers create games with stories. These stories are fictional and are fantasy. So you say in UO you had to kill deer(thats what hunters do) , maybe it was the intention that you were just an average joe in the story of UO and then when you get out into the world you had to kill monsters. To me that sounds boring since you only kill wildlife for the first couple levels and then its monsters from then on.
I really dont understand your arguement. An MMORPG is a game that puts you in a world where you make the choice to be a hero or not. All games have a different storyline and when i say different its really just names and forms. The plot is usually the same. one faction fighting another faction for supremacy with a bigger world problem hanging over the heroes' heads.
All I'm saying is find the game that is right for you. I could see that if the enemies you face do the same thing to you no matter the level it would be boring. I never played UO so I have no idea what the relevance to killing deer is to the main story.
A game that has you killing monsters right at the beginning should give you a sense that the world is not well, and there probably arent any deer out there.
Considering that there are basically three pages agree with me that this heroic stuff has gotten out of hand...I doubt that .
Also, I'm not arguing that you should have to kill deers for 20 levels. I'm just arguing that games try to introduce MOBs that should be very powerful way too early in the game and I don't think that players need "ego-coddling" by being constantly reminded that they are a badass at all times.
3 pages or 300 pages, they are still in the extreme minority compared current generation of MMO gamers.
I don't see any evidence that this is true.
Way back when (UO), people complained about being too weak. And that's why games like EQ and WoW made it so you can kill "monsters" at much lower level, and you were generally more powerful in comparison to the game world in general.
But now? I really don't see people complaining that they aren't powerful enough. I don't know why developers think players want to kill 3 MOBs at a time, or fight a huge boss at level 1.
If you have evidence of these complaints, I would like to see them.
Originally posted by maplestone Originally posted by Theonenoni I really dont understand your arguement. An MMORPG is a game that puts you in a world where you make the choice to be a hero or not.
The point is that most games don't give you that choice - you can be the blue hero or the red hero, but the only viable civilian playstyle is a merchant working the auction house. The UO culture was very different - you had people who would play blacksmiths, fishermen - and that was the character's entire game, not a side hobby. They never aspired to slay dragons or save the world, they just experienced the game as a civilian living in a fantasy community. The focus of the game was the interconnectedness of the world, rather than the progression of a story. Story. I think you hit on something there. Stories tend to put a character on rails, for stories have a specific progression. I want to create my character's on story, please.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. - FARGIN_WAR
Maybe MMOs are not for you. Some developers create games with stories. These stories are fictional and are fantasy. So you say in UO you had to kill deer(thats what hunters do) , maybe it was the intention that you were just an average joe in the story of UO and then when you get out into the world you had to kill monsters. To me that sounds boring since you only kill wildlife for the first couple levels and then its monsters from then on.
I really dont understand your arguement. An MMORPG is a game that puts you in a world where you make the choice to be a hero or not. All games have a different storyline and when i say different its really just names and forms. The plot is usually the same. one faction fighting another faction for supremacy with a bigger world problem hanging over the heroes' heads.
All I'm saying is find the game that is right for you. I could see that if the enemies you face do the same thing to you no matter the level it would be boring. I never played UO so I have no idea what the relevance to killing deer is to the main story.
A game that has you killing monsters right at the beginning should give you a sense that the world is not well, and there probably arent any deer out there.
Considering that there are basically three pages agree with me that this heroic stuff has gotten out of hand...I doubt that .
Also, I'm not arguing that you should have to kill deers for 20 levels. I'm just arguing that games try to introduce MOBs that should be very powerful way too early in the game and I don't think that players need "ego-coddling" by being constantly reminded that they are a badass at all times.
I had more fun killing dear in UO than what MMOs of today have to offer. Kill it, skin it, make some bags or armor. Now you start out as Superman who evolves to be a god... just like everyone else in game.
My first full set of armor in UO was from the field of deer that I had killed. Actually, I was only intending to attack the small one, but such behaviour evidently ticks off any nearby great harts, and I had a full-fledged man vs antler war going on. Ending victorious, and now fully armored in basic leather, I decided to raise my dagger high and take on a grizzly bear. After deftly performing some most non-heroic panicked flight, I came across a nice quiet bearless area where I started a fire, cooked my deer meat and ate heartily.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Maybe MMOs are not for you. Some developers create games with stories. These stories are fictional and are fantasy. So you say in UO you had to kill deer(thats what hunters do) , maybe it was the intention that you were just an average joe in the story of UO and then when you get out into the world you had to kill monsters. To me that sounds boring since you only kill wildlife for the first couple levels and then its monsters from then on.
I really dont understand your arguement. An MMORPG is a game that puts you in a world where you make the choice to be a hero or not. All games have a different storyline and when i say different its really just names and forms. The plot is usually the same. one faction fighting another faction for supremacy with a bigger world problem hanging over the heroes' heads.
All I'm saying is find the game that is right for you. I could see that if the enemies you face do the same thing to you no matter the level it would be boring. I never played UO so I have no idea what the relevance to killing deer is to the main story.
A game that has you killing monsters right at the beginning should give you a sense that the world is not well, and there probably arent any deer out there.
Considering that there are basically three pages agree with me that this heroic stuff has gotten out of hand...I doubt that .
Also, I'm not arguing that you should have to kill deers for 20 levels. I'm just arguing that games try to introduce MOBs that should be very powerful way too early in the game and I don't think that players need "ego-coddling" by being constantly reminded that they are a badass at all times.
3 pages or 300 pages, they are still in the extreme minority compared current generation of MMO gamers.
I don't see any evidence that this is true.
Way back when (UO), people complained about being too weak. And that's why games like EQ and WoW made it so you can kill "monsters" at much lower level, and you were generally more powerful in comparison to the game world in general.
But now? I really don't see people complaining that they aren't powerful enough. I don't know why developers think players want to kill 3 MOBs at a time, or fight a huge boss at level 1.
If you have evidence of these complaints, I would like to see them.
Generally no complaints mean people are satisfied?
Way back when (UO), people complained about being too weak. And that's why games like EQ and WoW made it so you can kill "monsters" at much lower level, and you were generally more powerful in comparison to the game world in general.
But now? I really don't see people complaining that they aren't powerful enough. I don't know why developers think players want to kill 3 MOBs at a time, or fight a huge boss at level 1.
If you have evidence of these complaints, I would like to see them.
Generally no complaints mean people are satisfied?
It probably means, at the least, that they think they're satisfied. People on the internet like to complain .
But anyway...I actually think the burden of proof is on the person arguing that players are dissatisfied with the "heroicness" of MMORPGs...not the person arguing that there isn't a problem.
if there is a problem with the "non-heroicness" of current MMORPGs...please show me some evidence of this.
MMOs just need to be challenging and fun enough that *>>I<<* want to do it over and over again. How hard is that ? Apparently too difficult for most developers!
Emphasis mine. There aren't many games built to please a single player's sense of propriety.
While there are apparently an infinite number of players who expect a game tuned to them, individually. Since different players are looking for different things; yes, that's too difficult.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
There aren't many games built to please a single player's sense of propriety.
There are few things more lonely than watching a game add exactly the feature you were wishing for and see it be completely rejected by your fellow players.
I think God of War changed the rules of pacing by having the most intense moments from the starting level, and constantly one-upping itself in terms of violent QTEs along the way. Now even MMO tutorials have these tense moments, or at least extremely choreographed ones, which are nothing like the usual flow of the game - and people hate it as soon as they get past the tutorial.
Setting the bar too high from the start and not being able to pace it respectfully is the biggest design mistake for MMOs to date, after all, it's a genre that's meant to have lulls in order to place out your playtime in the first place.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4 Waiting On: GW2, TSW, Archeage, The Rapture
Way back when (UO), people complained about being too weak. And that's why games like EQ and WoW made it so you can kill "monsters" at much lower level, and you were generally more powerful in comparison to the game world in general.
But now? I really don't see people complaining that they aren't powerful enough. I don't know why developers think players want to kill 3 MOBs at a time, or fight a huge boss at level 1.
If you have evidence of these complaints, I would like to see them.
Generally no complaints mean people are satisfied?
It probably means, at the least, that they think they're satisfied. People on the internet like to complain .
But anyway...I actually think the burden of proof is on the person arguing that players are dissatisfied with the "heroicness" of MMORPGs...not the person arguing that there isn't a problem.
if there is a problem with the "non-heroicness" of current MMORPGs...please show me some evidence of this.
Show me a current MMO that contains "non-heroicness." Wouldn't you call me a troll for complaining about something that doesn't exist?
Generally no complaints mean people are satisfied?
It probably means, at the least, that they think they're satisfied. People on the internet like to complain .
But anyway...I actually think the burden of proof is on the person arguing that players are dissatisfied with the "heroicness" of MMORPGs...not the person arguing that there isn't a problem.
if there is a problem with the "non-heroicness" of current MMORPGs...please show me some evidence of this.
Show me a current MMO that contains "non-heroicness." Wouldn't you call me a troll for complaining about something that doesn't exist?
Eve, UO?
But that's not what we're talking about here...
You are arguing that MMORPGs are correct in their trend of always trying to be more "heroic" right? How does the existence of a "non-heroic" MMORPG have anything to do with that argument?
Comments
I loved just fishing in UO, watching the mercenaries run past, just playing a civilian in a fantasy world.
I still probably meet and interact with more people fishing than adventuring, but I'm not quite as easily entertained as I used to be.
I horribly miss those days and shake my head wondering how we got to where we are now. It's sad, truly sad.
I don't need to be a hero, I just need a world to live and play in.
"Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky
"Do MMORPGs really need to be more "heroic?"
No, they don't, if everyone is a hero, nobody is.
I prefer if im a guy with a sword(gun/spaceship), captured in a tight spot between the hammer and anvil and need to fight for my survival/life, building alliances, gaining friends, making enemies, instead of vanquishing THE EVIL (TM).
At least in an MMO this makes infinitely more sense.
In SP, no there i want to be heroic, i want Sheppard to save the universe, i want to FUSRODAH dragons and beat the Jokers teeth in. I dont dig minecraft.
Made me LOL for real .
Also...same was true in AC
White Rabbit and Mountain Rat anyone?
Are you team Azeroth, team Tyria, or team Jacob?
Maybe MMOs are not for you. Some developers create games with stories. These stories are fictional and are fantasy. So you say in UO you had to kill deer(thats what hunters do) , maybe it was the intention that you were just an average joe in the story of UO and then when you get out into the world you had to kill monsters. To me that sounds boring since you only kill wildlife for the first couple levels and then its monsters from then on.
I really dont understand your arguement. An MMORPG is a game that puts you in a world where you make the choice to be a hero or not. All games have a different storyline and when i say different its really just names and forms. The plot is usually the same. one faction fighting another faction for supremacy with a bigger world problem hanging over the heroes' heads.
All I'm saying is find the game that is right for you. I could see that if the enemies you face do the same thing to you no matter the level it would be boring. I never played UO so I have no idea what the relevance to killing deer is to the main story.
A game that has you killing monsters right at the beginning should give you a sense that the world is not well, and there probably arent any deer out there.
-I am here to perform logic
I agree completely. With too much heroicness, I feel a disconnect with my character. I really do believe that they should keep that "save the world at level three" garbage for the single player games.
Which, now that you mention it, is probably why in the last few years, I've been more interested in crafting. CRAFTING. I never thought I'd say that.
I really do play MMORPG's for the social aspect, not to be some freaking deity in some virtual reality.
I'm already something of a deity in real life.
Bah Dum - Tish!
So do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." - Matthew 6-34
Considering that there are basically three pages agree with me that this heroic stuff has gotten out of hand...I doubt that .
Also, I'm not arguing that you should have to kill deer for 20 levels. I'm just arguing that games try to introduce MOBs that should be very powerful way too early in the game and I don't think that players need "ego-coddling" by being constantly reminded that they are a badass at all times.
Are you team Azeroth, team Tyria, or team Jacob?
Yeah I miss the days of taking out numerous players in SWG with my overpowered build, Fencer doc pistoleer, great stats from that build plus health healing and dot healing. You don't know how many hate tells I'd get after doing that either, all with one common theme, hacker!!...
People didn't realize I simply had crazy stats, 90 dizzy defense, 113 knockdown defense (few skill mods), etc... Those two stats were the most important to taking out more than one or two people. On top of that I had a ton of dot weapons that cycled with my healing macros.
Games just don't allow this anymore, too many cries, not enough people willing to work, learn and achieve that.
The most I took out at once was six at the dant mining outpost, mostly due to them being to oblivious to run into the water to heal my mind fire dots lmao.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I had more fun killing dear in UO than what MMOs of today have to offer. Kill it, skin it, make some bags or armor. Now you start out as Superman who evolves to be a god... just like everyone else in game.
"Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky
This cracked me up and gave me the itch to play again. Dadgum you!
/shakefist
So do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." - Matthew 6-34
3 pages or 300 pages, they are still in the extreme minority compared current generation of MMO gamers.
The point is that most games don't give you that choice - you can be the blue hero or the red hero, but the only viable civilian playstyle is a merchant working the auction house.
The UO culture was very different - you had people who would play blacksmiths, fishermen - and that was the character's entire game, not a side hobby. They never aspired to slay dragons or save the world, they just experienced the game as a civilian living in a fantasy community. The focus of the game was the interconnectedness of the world, rather than the progression of a story.
I don't see any evidence that this is true.
Way back when (UO), people complained about being too weak. And that's why games like EQ and WoW made it so you can kill "monsters" at much lower level, and you were generally more powerful in comparison to the game world in general.
But now? I really don't see people complaining that they aren't powerful enough. I don't know why developers think players want to kill 3 MOBs at a time, or fight a huge boss at level 1.
If you have evidence of these complaints, I would like to see them.
Are you team Azeroth, team Tyria, or team Jacob?
The UO culture was very different - you had people who would play blacksmiths, fishermen - and that was the character's entire game, not a side hobby. They never aspired to slay dragons or save the world, they just experienced the game as a civilian living in a fantasy community. The focus of the game was the interconnectedness of the world, rather than the progression of a story.
Story. I think you hit on something there. Stories tend to put a character on rails, for stories have a specific progression. I want to create my character's on story, please.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
My first full set of armor in UO was from the field of deer that I had killed. Actually, I was only intending to attack the small one, but such behaviour evidently ticks off any nearby great harts, and I had a full-fledged man vs antler war going on. Ending victorious, and now fully armored in basic leather, I decided to raise my dagger high and take on a grizzly bear. After deftly performing some most non-heroic panicked flight, I came across a nice quiet bearless area where I started a fire, cooked my deer meat and ate heartily.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Generally no complaints mean people are satisfied?
It probably means, at the least, that they think they're satisfied. People on the internet like to complain .
But anyway...I actually think the burden of proof is on the person arguing that players are dissatisfied with the "heroicness" of MMORPGs...not the person arguing that there isn't a problem.
if there is a problem with the "non-heroicness" of current MMORPGs...please show me some evidence of this.
Are you team Azeroth, team Tyria, or team Jacob?
Emphasis mine. There aren't many games built to please a single player's sense of propriety.
While there are apparently an infinite number of players who expect a game tuned to them, individually. Since different players are looking for different things; yes, that's too difficult.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
;p
I'd honestly love to play again myself but....this had to happen.
There are few things more lonely than watching a game add exactly the feature you were wishing for and see it be completely rejected by your fellow players.
Yahtzee had a nice bit about "story" and"heroism" in mmos in his AoC review...
http://www.escapistmagazine.com/videos/view/zero-punctuation/138-Age-of-Conan
(starts at 2:30)
I must say I agree 100% with him... and it can pretty much apply to SW:TOR.. the latest of the lumbering railroad hero mmos.
I think God of War changed the rules of pacing by having the most intense moments from the starting level, and constantly one-upping itself in terms of violent QTEs along the way. Now even MMO tutorials have these tense moments, or at least extremely choreographed ones, which are nothing like the usual flow of the game - and people hate it as soon as they get past the tutorial.
Setting the bar too high from the start and not being able to pace it respectfully is the biggest design mistake for MMOs to date, after all, it's a genre that's meant to have lulls in order to place out your playtime in the first place.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
Show me a current MMO that contains "non-heroicness." Wouldn't you call me a troll for complaining about something that doesn't exist?
Eve, UO?
But that's not what we're talking about here...
You are arguing that MMORPGs are correct in their trend of always trying to be more "heroic" right? How does the existence of a "non-heroic" MMORPG have anything to do with that argument?
Are you team Azeroth, team Tyria, or team Jacob?