The backstory and roleplay you had in swg had just as much effect on thegame world as someones backstory and effect in Wowe. Namely none. In both games you can create your own back story and choose to a certain extent how you choose to play. Same as eve.
Just because you don't like it doesn't mean it is bad.
All of my best MMO stories come very evenly split from two general activities -
Stuff that happened during a dungeon or raid (scripted content)
Stuff that we did for shits and giggles (emergant content)
So don't tell me I can't make my own stories and memories from content the devs put into the game.
There is a dynamic nature to well designed content - it's called variance and chance - or simply put a combination of RNG and human error.
Sometimes you have the most fun and the best memories doing stuff in a way that isn't supposed to work, or recovering from mistakes made in a glorious fashion, or simply a random chance RNG series of moments that combine to spectacular effect.
Yet on the other side of the same coin, lots of good memories doing stuff that had no impact on the world OR on my character, but rather just for fun and/or just to see what would happen.
They don't need tools to create a story, they need tools to play and show their story. When we say we want to create our own story what we are saying IMO we want to play that story we create, that idea we have of our character, and games including sandbox gve us very little ability to do that other than create a backstory roleplay and choose your skills. Again I submit that isn't a story.
Just because you don't like it doesn't mean it is bad.
Originally posted by VengeSunsoar The backstory and roleplay you had in swg had just as much effect on thegame world as someones backstory and effect in Wowe. Namely none. In both games you can create your own back story and choose to a certain extent how you choose to play. Same as eve.
You know what our problem is, you don't know how I play, you are NOT able to asume that my backstory had no impact in SWG as again you have no idea how I played SWG. If I was able to creat such stories in WOW aswell I bet I would be playing WoW. Yet WOW does not allow me to have that much freedom or to actually effect the world. SWG gave me that option due to the freedom the game gave me.
Let me be clear I am not stating you are wrong cause I am sure that the way you see it is the way you see it. Same as how I see it which is different then how you are seeing it. So best is to drop it as we are not able to get to a understanding.
Originally posted by VengeSunsoar The backstory and roleplay you had in swg had just as much effect on thegame world as someones backstory and effect in Wowe. Namely none. In both games you can create your own back story and choose to a certain extent how you choose to play. Same as eve.
You know what our problem is, you don't know how I play, you are NOT able to asume that my backstory had no impact in SWG as again you have no idea how I played SWG. If I was able to creat such stories in WOW aswell I bet I would be playing WoW. Yet WOW does not allow me to have that much freedom or to actually effect the world. SWG gave me that option due to the freedom the game gave me.
Let me be clear I am not stating you are wrong cause I am sure that the way you see it is the way you see it. Same as how I see it which is different then how you are seeing it. So best is to drop it as we are not able to get to a understanding.
Fair enough. However I did play swg for awhile, I know what you could do and what you couldn't do. I know what effect a backstory could have.
Just because you don't like it doesn't mean it is bad.
Don't feel like reading all the replies but I asume EVE has already been brought up and that gives us a universe :P. People don't want a sand box in reality. They want a hybrid sadly that normaly leads to both the themepark and the sandbox parts of the game failing so ya.
If we want to tell a story we need more tools. We can allready get a backstory and choose how we play, that is only part of it. That gives the reason as to why we are doing it. However a story is not a static event, a story changes and evolves over time. Reapeating ad nauseam craft this, attack this, defend this, attack this isn't a story.
If we could pick an enemy and change our faction/affiliation to that enemy over time that would help. If we could affect changes in the world (someone mentioned settting accessibility for certain structures), that would help as well. In your story there should be a reason as to why you are the way you are now, there should be conflict of some kind that can actually be played in the world and not in some imaginary rp chat channel session. There should be growth and evolution in the characters involved. And maybe just maybe at some point resolution to the conflict.
Now you have created your own story.
Until we are able to do that I maintain that we are not creating our own stories in the game, no more than the imaginary chat channel that is done in every game.
Just because you don't like it doesn't mean it is bad.
2. If I just wanted a world, I already have one of those, its called reallife. Duh !
3. The claim that ALL people who want to play MMOs are ALL sandboxers is so absurd, I just cant fathom how the OP ever came up with it. Yes I play MMOs and yes I always wanted themeparks. And so does the majority of MMO players. Duh !
If we want to tell a story we need more tools. We can allready get a backstory and choose how we play, that is only part of it. That gives the reason as to why we are doing it. However a story is not a static event, a story changes and evolves over time. Reapeating ad nauseam craft this, attack this, defend this, attack this isn't a story.
If we could pick an enemy and change our faction/affiliation to that enemy over time that would help. If we could affect changes in the world (someone mentioned settting accessibility for certain structures), that would help as well. In your story there should be a reason as to why you are the way you are now, there should be conflict of some kind that can actually be played in the world and not in some imaginary rp chat channel session. There should be growth and evolution in the characters involved. And maybe just maybe at some point resolution to the conflict.
Now you have created your own story.
Until we are able to do that I maintain that we are not creating our own stories in the game, no more than the imaginary chat channel that is done in every game.
Now we are talking about a game I designed on paper.. A game that is truely dynamic and changable.. GW2 was heading towards my direction, but didn't go far enough.. In my game factions and reputations means everything.. They give you access to virtually everthing, and getting access to tools means ability to changing the gameplay.. Even to the point that no 2 servers are the same.. People have true effect on how a server grows.. If I wanted to play the lonely hermit druid watching over the forest he calls home, my actions will have an effect how that forest develops more so then GW2 would do.. How does this work.. Naturally it all has to be randomly programed to some point. but as an example here is one.. The better job my druid does in protecting the forest, the odds a new NPC is generated by the computer that will be unique in materials, and loot.. The longer a forest remains guarded by the players the increase odds another unique event or NPC will be generated..
Guilds that raid will have an effect on their server as well.. Success and failures.. Example here.. If a guild or group fails to keep a village safe. that village can be destroyed, or change their alliance.. If destroyed, it ceases to exist, no buildings, no npc's, nothing.. However if people can keep a select area cleared for a period of time, settlers will move in, and created a new village that may grow, but it too will need protections.. As the village grows, more options become available to the players..
oh one last thing.. In my game alliances change.. As the NPC's change, and players change, so will their alliances.. You could wake up one morning, log on , and find out that your race is no longer allied with another that you called friend for months... As I always said.. My fantasy game is an ever changing spider web of paths to choose.. The odds of 2 characters, guilds or servers choosing the same paths is highly unlikely..
In my game it's all about the server community working together openly to develop their server.. As much as I love GW2's soft grouping ability, there has to be something more to promote communication amongst the players.. I want people to group up, or at least chat in zone channel on what is going on within the zone.. Major events taking place within an area or zone should require some form of communication and strategy.. Not everything is blind tank and spank.. I praised WoW in how AV and WG battles really promoted the players to chat in zone.. Organize and communicate, or you lose!
If there was any evidence that themeparks make money this might be acceptable.
But by and large they don't. The only really successful themepark was WoW. But that's all the mindless publishers ever see anyway.
The fact that many of them (DDO, DCUO, LOTRO, Rift ...) are still running and have ADDED content is evidence that they make money. If they don't, you think they will be adding more and more content?
With all the games that are on the market, it would be nice if a few more of them gave MMO gamers the ability to actually have an impact on the game world.
What is the point of battling the end boss when he respawns a few minutes later so the next group can have a go at him?
That is very dangerous and open up for all sort of exploit, and griefing. What if some player build stuff just to block others' passage? There are million way of how this can go wrong. If you think bad behavior is bad now, wait till you give players more power to cause grief.
The point of killing end boss again and again? Fun in combat? Challenge? Progression?
You don't have to change the game world to have fun. Otherwise, WOW won't be so popular.
I'm going to take a page out of the grouper's playbook and suggest that if you want to change the world, you should go play single-player games where you can change the world, at least on your own particular copy of the game. The problem with MMOs is you have hundreds of thousands of people who are playing the same game at the same time as you in a common playspace. It's not possible to allow hundreds of thousands of people to change the world in noticeable ways or to produce individual content so that every one of those hundreds of thousands of people kill different bosses or perform different tasks. It's just not reasonable to expect.
Exactly what i am rtying to point out .. that you don't need to change the world to have fun.
But another point is that there is no reason why you cannot combine SP game world change & MMO. You can always have a copy of the game state with the toon and use phasing to change the world according to what you have done. That is, to have your small piece of "personal world' around you.
Problem is that some people want to build worlds and some people want to destroy what others create...
Hundreds of thousands of people have been doing just that In EVE for many years. It works very, very well, allowing PVE and PVP players to form the perfect symbiotic relationship. I played on both sides of the coin during my 6 years with that gem of game, so it's likely easier for me to comprehend how incredibly well CCP's vision delivers.
Understandbly, the game is not for everyone. However, there is no problem with such a system, assuming it is logically thought out and implemented properly.
Just as there is no problem with a themepark GAME. Millions of people have been doing jjust that in WOW for years. It works very, very well, allowing PvE and PvP players to play instances, without any need for relationships.
Understandbly, the game is not for everyone. however, there is no problem with such a system.
"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
Originally posted by Metentso Remember EQ "You are in our world now". Developers where the Gods in that world. We adapted to what they chosed, not the other way around like today.
exactly. not the whiney mmo crowd we have to day. they all know what they dont want, but ask em what EXACTLY they want. they can't tell you.
usualy they just flame wow abit (to get the likes of the masses) and then go on by naming it's features on their want-list
"back in the good old days" we were gamers, just playing our games. not whiney little crybabies.
This post has a really skewed view and is too much of a 'back in my days we went to school in the snow with lava / storm / earthquake be damned!'. Take off your rose-tinted glasses for a second.
The hint-phone 0800 thingy that nintendo (and other game makers) was really popular.
So no, I reject that 'back in the day gamers just played games'.
They used the 800 number for assistance on games that were legitimately challenging and difficult enough that at times, yes, assistance was appreciated.
It was still players contending with the game the developers had created. Not the players demanding the developers create the games to be easier/faster/more rewarding, etc so they could face-roll through it and still be "the hero!".
There's also been hint guides and strategy books for years. Just like the 800 numbers, they were optional to use, "as a last resort" or whatever. In a game, like is common these days, where everything is pretty much spelled out for you, everything is pointed out in bright, shiny graphics and there's next to nothing for the player to do but run from "Clearly Marked Point A" to "Clearly Marked Point B", to gather 5 of the "Clearly Indicated Twinkling Quest Objects" to then return to the "Clearly Marked Quest Dispenser (aka NPC)"... accept their reward and then go on to do it again.. and again.. and again.. ad nauseum.
Is it any wonder people get so bored in these games? We've all but been removed from the equation. We're no longer "adventurers out on a journey or epic quest". We're helpless "children" being guided along with training wheels on a clearly marked path through the game. We're dressed up in safety pads to protect our fragile egos from injury should we not succeed at something the first time. We're so coddled and patronized as gamers these days it's ridiculous. I'm amazed more people don't find it downright insulting. "If at first you don't succeed... don't be sad. We'll just lower the bar for you so it's easier to reach"
There's a reason MMO hopping has become so common in newer MMOs of the past 7-8 years, while older MMOs maintain their player bases - to this day - for years at a time, many having no intention of leaving 'til they shut the servers down because they still love the game that much.
It's not "because they're just attached to their characters". I've known people in Anarchy Online, for example, who started at the beginning and will readily delete a character to open a slot and start all over again with a new one. It's not an attachment to characters, or friends.. it's an attachment to a game that has legitimately challenged, engaged and entertained them over the years, and continues to do so to this day.
MMOs today are designed as throw-away experiences. Sell the box, get a month or two of sub fees from the people, then slap on a cash shop, start plastering "FREE!" on all your marketing and see if you can squeeze 'em for a little more...
MMOs today are not built for longevity, for long-term adventures. They're not designed to be lasting hobbies anymore. They designed to be short-term distractions.
There's a reason developers are starting to wake up and realize that they've had the wrong idea all this time, that the current "standard" of MMO design as "content driven", is not sustainable for the long-term. 'course, there are many who recognized this years back now, but the developers/publishers were still too busy chasing Blizzard's coat-tails to notice.
OP, I think you should have said that it is YOU who wants worlds, not games.
That said, I also want worlds not games.
In SWG, I felt like I was an explorer on the planet of Tatooine, given nothing beyond my starter gear, told to go nowhere in particular, but managed to eke out enough money to start a merchant mall outside of Mos Espa on Ahazi where my wife and I based all of our adventures and profit for years.
In SWTOR, I felt like I rode a Tour Bus through Tatooine, given my meals, my gear, and some canned adventures like some sort of fantasy camp. I was told when to go to Tatooine, and told when to leave it.
SWG's was an immersive experience that captured my imagination.
SWTOR's was quite forgettable only months later. But if i wanted to remember it I can just look up for some online walkthroughs or ask someone else what happened. They had the exact same experience.
Stare at scenario doing nothing is not fun. Count me out.
This guy doesn't get it. Thinly veiled trolling at its finest!
Get what? That you guys want a slow-travel, large world that requires a lot of waiting in the name of "realism"? Oh i get it, i just think it is boring and i don't want it.
Stare at scenario doing nothing is not fun. Count me out.
This guy doesn't get it. Thinly veiled trolling at its finest!
Get what? That you guys want a slow-travel, large world that requires a lot of waiting in the name of "realism"? Oh i get it, i just think it is boring and i don't want it.
I am going to keep calling you on your BS.
Obviously you are on the wrong website. You need a multiplayer website. In every thread, regardless whether it is a themepark or sandbox discussion, you have something to argue about. You then always seem to want to push Diablo 3 mechanics and game lobbys with limited players. This is a site for people who want to play a game with hundreds of other people in the same world, go AWAY. You aren't one of us. Yes I am off topic from this thread, but I am going to keep calling you on your BS.
Stare at scenario doing nothing is not fun. Count me out.
This guy doesn't get it. Thinly veiled trolling at its finest!
Get what? That you guys want a slow-travel, large world that requires a lot of waiting in the name of "realism"? Oh i get it, i just think it is boring and i don't want it.
Its not about the destination, its all about the journey.
I take a trip from east coast to the west coast, i dont just drive 3 days straight. I stop see things, explore caverns, see the canyons, fish, walk in the forest, make my trip as meaningful as possible. Thats the problem with you "rush everywhere" people, you dont take time to just enjoy the game and everything in it.
OP, I think you should have said that it is YOU who wants worlds, not games.
That said, I also want worlds not games.
In SWG, I felt like I was an explorer on the planet of Tatooine, given nothing beyond my starter gear, told to go nowhere in particular, but managed to eke out enough money to start a merchant mall outside of Mos Espa on Ahazi where my wife and I based all of our adventures and profit for years.
In SWTOR, I felt like I rode a Tour Bus through Tatooine, given my meals, my gear, and some canned adventures like some sort of fantasy camp. I was told when to go to Tatooine, and told when to leave it.
SWG's was an immersive experience that captured my imagination.
SWTOR's was quite forgettable only months later. But if i wanted to remember it I can just look up for some online walkthroughs or ask someone else what happened. They had the exact same experience.
But no one lived SWG Tatooine like I did.
More virtual worlds please.
You described that nicely!
Plus, since when did player driven content mean building stuff like legos, or creating your own instances? It used to mean global politics, fighting for land and soooo much more.
Stare at scenario doing nothing is not fun. Count me out.
This guy doesn't get it. Thinly veiled trolling at its finest!
Get what? That you guys want a slow-travel, large world that requires a lot of waiting in the name of "realism"? Oh i get it, i just think it is boring and i don't want it.
Its not about the destination, its all about the journey.
I take a trip from east coast to the west coast, i dont just drive 3 days straight. I stop see things, explore caverns, see the canyons, fish, walk in the forest, make my trip as meaningful as possible. Thats the problem with you "rush everywhere" people, you dont take time to just enjoy the game.
Dude, read some of his previous posts... he doesn't even want an MMO. I have no idea why he comes to this website.
Obviously you are on the wrong website. You need a multiplayer website. In every thread, regardless whether it is a themepark or sandbox discussion, you have something to argue about. You then always seem to want to push Diablo 3 mechanics and game lobbys with limited players. This is a site for people who want to play a game with hundreds of other people in the same world, go AWAY. You aren't one of us. Yes I am off topic from this thread, but I am going to keep calling you on your BS.
You have a problem with opiniions other than your own.
This website covers D3, MOBA, and generally online games that have some similarity to MMORPGs. I am certainly not one of "you". Thank god i am not.
However, given the charter of this site, i have as much right to express my opinion as yours, and i will do that.
Comments
All of my best MMO stories come very evenly split from two general activities -
Stuff that happened during a dungeon or raid (scripted content)
Stuff that we did for shits and giggles (emergant content)
So don't tell me I can't make my own stories and memories from content the devs put into the game.
There is a dynamic nature to well designed content - it's called variance and chance - or simply put a combination of RNG and human error.
Sometimes you have the most fun and the best memories doing stuff in a way that isn't supposed to work, or recovering from mistakes made in a glorious fashion, or simply a random chance RNG series of moments that combine to spectacular effect.
Yet on the other side of the same coin, lots of good memories doing stuff that had no impact on the world OR on my character, but rather just for fun and/or just to see what would happen.
You know what our problem is, you don't know how I play, you are NOT able to asume that my backstory had no impact in SWG as again you have no idea how I played SWG. If I was able to creat such stories in WOW aswell I bet I would be playing WoW. Yet WOW does not allow me to have that much freedom or to actually effect the world. SWG gave me that option due to the freedom the game gave me.
Let me be clear I am not stating you are wrong cause I am sure that the way you see it is the way you see it. Same as how I see it which is different then how you are seeing it. So best is to drop it as we are not able to get to a understanding.
Fair enough. However I did play swg for awhile, I know what you could do and what you couldn't do. I know what effect a backstory could have.
If we want to tell a story we need more tools. We can allready get a backstory and choose how we play, that is only part of it. That gives the reason as to why we are doing it. However a story is not a static event, a story changes and evolves over time. Reapeating ad nauseam craft this, attack this, defend this, attack this isn't a story.
If we could pick an enemy and change our faction/affiliation to that enemy over time that would help. If we could affect changes in the world (someone mentioned settting accessibility for certain structures), that would help as well. In your story there should be a reason as to why you are the way you are now, there should be conflict of some kind that can actually be played in the world and not in some imaginary rp chat channel session. There should be growth and evolution in the characters involved. And maybe just maybe at some point resolution to the conflict.
Now you have created your own story.
Until we are able to do that I maintain that we are not creating our own stories in the game, no more than the imaginary chat channel that is done in every game.
Pffffffffft !!!
1. Of course I want a game. Duh !
2. If I just wanted a world, I already have one of those, its called reallife. Duh !
3. The claim that ALL people who want to play MMOs are ALL sandboxers is so absurd, I just cant fathom how the OP ever came up with it. Yes I play MMOs and yes I always wanted themeparks. And so does the majority of MMO players. Duh !
Now we are talking about a game I designed on paper.. A game that is truely dynamic and changable.. GW2 was heading towards my direction, but didn't go far enough.. In my game factions and reputations means everything.. They give you access to virtually everthing, and getting access to tools means ability to changing the gameplay.. Even to the point that no 2 servers are the same.. People have true effect on how a server grows.. If I wanted to play the lonely hermit druid watching over the forest he calls home, my actions will have an effect how that forest develops more so then GW2 would do.. How does this work.. Naturally it all has to be randomly programed to some point. but as an example here is one.. The better job my druid does in protecting the forest, the odds a new NPC is generated by the computer that will be unique in materials, and loot.. The longer a forest remains guarded by the players the increase odds another unique event or NPC will be generated..
Guilds that raid will have an effect on their server as well.. Success and failures.. Example here.. If a guild or group fails to keep a village safe. that village can be destroyed, or change their alliance.. If destroyed, it ceases to exist, no buildings, no npc's, nothing.. However if people can keep a select area cleared for a period of time, settlers will move in, and created a new village that may grow, but it too will need protections.. As the village grows, more options become available to the players..
oh one last thing.. In my game alliances change.. As the NPC's change, and players change, so will their alliances.. You could wake up one morning, log on , and find out that your race is no longer allied with another that you called friend for months... As I always said.. My fantasy game is an ever changing spider web of paths to choose.. The odds of 2 characters, guilds or servers choosing the same paths is highly unlikely..
In my game it's all about the server community working together openly to develop their server.. As much as I love GW2's soft grouping ability, there has to be something more to promote communication amongst the players.. I want people to group up, or at least chat in zone channel on what is going on within the zone.. Major events taking place within an area or zone should require some form of communication and strategy.. Not everything is blind tank and spank.. I praised WoW in how AV and WG battles really promoted the players to chat in zone.. Organize and communicate, or you lose!
The fact that many of them (DDO, DCUO, LOTRO, Rift ...) are still running and have ADDED content is evidence that they make money. If they don't, you think they will be adding more and more content?
Exactly what i am rtying to point out .. that you don't need to change the world to have fun.
But another point is that there is no reason why you cannot combine SP game world change & MMO. You can always have a copy of the game state with the toon and use phasing to change the world according to what you have done. That is, to have your small piece of "personal world' around you.
WOW has used that quite effectively.
Just as there is no problem with a themepark GAME. Millions of people have been doing jjust that in WOW for years. It works very, very well, allowing PvE and PvP players to play instances, without any need for relationships.
Understandbly, the game is not for everyone. however, there is no problem with such a system.
Sandbox world:
Themepark world:
"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
They used the 800 number for assistance on games that were legitimately challenging and difficult enough that at times, yes, assistance was appreciated.
It was still players contending with the game the developers had created. Not the players demanding the developers create the games to be easier/faster/more rewarding, etc so they could face-roll through it and still be "the hero!".
There's also been hint guides and strategy books for years. Just like the 800 numbers, they were optional to use, "as a last resort" or whatever. In a game, like is common these days, where everything is pretty much spelled out for you, everything is pointed out in bright, shiny graphics and there's next to nothing for the player to do but run from "Clearly Marked Point A" to "Clearly Marked Point B", to gather 5 of the "Clearly Indicated Twinkling Quest Objects" to then return to the "Clearly Marked Quest Dispenser (aka NPC)"... accept their reward and then go on to do it again.. and again.. and again.. ad nauseum.
Is it any wonder people get so bored in these games? We've all but been removed from the equation. We're no longer "adventurers out on a journey or epic quest". We're helpless "children" being guided along with training wheels on a clearly marked path through the game. We're dressed up in safety pads to protect our fragile egos from injury should we not succeed at something the first time. We're so coddled and patronized as gamers these days it's ridiculous. I'm amazed more people don't find it downright insulting. "If at first you don't succeed... don't be sad. We'll just lower the bar for you so it's easier to reach"
There's a reason MMO hopping has become so common in newer MMOs of the past 7-8 years, while older MMOs maintain their player bases - to this day - for years at a time, many having no intention of leaving 'til they shut the servers down because they still love the game that much.
It's not "because they're just attached to their characters". I've known people in Anarchy Online, for example, who started at the beginning and will readily delete a character to open a slot and start all over again with a new one. It's not an attachment to characters, or friends.. it's an attachment to a game that has legitimately challenged, engaged and entertained them over the years, and continues to do so to this day.
MMOs today are designed as throw-away experiences. Sell the box, get a month or two of sub fees from the people, then slap on a cash shop, start plastering "FREE!" on all your marketing and see if you can squeeze 'em for a little more...
MMOs today are not built for longevity, for long-term adventures. They're not designed to be lasting hobbies anymore. They designed to be short-term distractions.
There's a reason developers are starting to wake up and realize that they've had the wrong idea all this time, that the current "standard" of MMO design as "content driven", is not sustainable for the long-term. 'course, there are many who recognized this years back now, but the developers/publishers were still too busy chasing Blizzard's coat-tails to notice.
LOL
+1
Stare at scenario doing nothing is not fun. Count me out.
This guy doesn't get it. Thinly veiled trolling at its finest!
OP, I think you should have said that it is YOU who wants worlds, not games.
That said, I also want worlds not games.
In SWG, I felt like I was an explorer on the planet of Tatooine, given nothing beyond my starter gear, told to go nowhere in particular, but managed to eke out enough money to start a merchant mall outside of Mos Espa on Ahazi where my wife and I based all of our adventures and profit for years.
In SWTOR, I felt like I rode a Tour Bus through Tatooine, given my meals, my gear, and some canned adventures like some sort of fantasy camp. I was told when to go to Tatooine, and told when to leave it.
SWG's was an immersive experience that captured my imagination.
SWTOR's was quite forgettable only months later. But if i wanted to remember it I can just look up for some online walkthroughs or ask someone else what happened. They had the exact same experience.
But no one lived SWG Tatooine like I did.
More virtual worlds please.
Get what? That you guys want a slow-travel, large world that requires a lot of waiting in the name of "realism"? Oh i get it, i just think it is boring and i don't want it.
I am going to keep calling you on your BS.
Obviously you are on the wrong website. You need a multiplayer website. In every thread, regardless whether it is a themepark or sandbox discussion, you have something to argue about. You then always seem to want to push Diablo 3 mechanics and game lobbys with limited players. This is a site for people who want to play a game with hundreds of other people in the same world, go AWAY. You aren't one of us. Yes I am off topic from this thread, but I am going to keep calling you on your BS.
Its not about the destination, its all about the journey.
I take a trip from east coast to the west coast, i dont just drive 3 days straight. I stop see things, explore caverns, see the canyons, fish, walk in the forest, make my trip as meaningful as possible. Thats the problem with you "rush everywhere" people, you dont take time to just enjoy the game and everything in it.
You described that nicely!
Plus, since when did player driven content mean building stuff like legos, or creating your own instances? It used to mean global politics, fighting for land and soooo much more.
Dude, read some of his previous posts... he doesn't even want an MMO. I have no idea why he comes to this website.
You have a problem with opiniions other than your own.
This website covers D3, MOBA, and generally online games that have some similarity to MMORPGs. I am certainly not one of "you". Thank god i am not.
However, given the charter of this site, i have as much right to express my opinion as yours, and i will do that.