It is really more of subtype of MMORPG called Sandbox. The original Star War Galaxies had lots of non-combat activitiesUnfortunately most dev studios have dug in their heels and do not support Sandbox designs anymore. This stubborness gives the impression that sandbox would be an entirely new genre but this has really part of what MMORPGs are from the beginning.
The games in the sandbox genre are hardly any different to theme parks. You can run about messing with things, but in the end your stuck doing the same old storyline. Sometimes you can change it a little with a few choices they give you, but it's still far from actual freedom. The older games had tried but all had the same distinc design which disallows a truly open experience of discovery. My main point is how the basic formula needs to be rebuilt from the ground up, or even just thrown away.
It isn't about how many side quests or distractions the game has, it's about letting go of the idea of main gameplay.
If a butterfly learnt to speak, to live in human society, paid its bills, had a job, lived in a fancy house and married a human, is it human?
Now what if that same butterfly knew how to write code better than any human and had years of experience in the game industry, would that make it a game designer?
If u wouldn't let a construction worker design your house, then why let a programmer design your world?
ArcheAge has a lot of those features. Just hoping the NA release comes this year. I'd gladly pay monthly sub for that amazing looking game.
Huge success it's had in Korea already.
Whenever someone says feature they basically mean an inorganic almost completely separate tack on to a primarily (insert main role of game here) focused environment. I don't think I've ever heard anyone call combat a feature, certainly not in remotely the same context. I'm more of a big picture kind of guy. I like my games to feel alive.
If a butterfly learnt to speak, to live in human society, paid its bills, had a job, lived in a fancy house and married a human, is it human?
Now what if that same butterfly knew how to write code better than any human and had years of experience in the game industry, would that make it a game designer?
If u wouldn't let a construction worker design your house, then why let a programmer design your world?
Originally posted by Volkon HOW ABOUT GLOBAL THERMONUCLEAR WAR?
That got a chuckle out of me. How many people remember this?
I have no idea what that meant, couldn't even tell if he was making a joke lol.
If a butterfly learnt to speak, to live in human society, paid its bills, had a job, lived in a fancy house and married a human, is it human?
Now what if that same butterfly knew how to write code better than any human and had years of experience in the game industry, would that make it a game designer?
If u wouldn't let a construction worker design your house, then why let a programmer design your world?
Comments
The games in the sandbox genre are hardly any different to theme parks. You can run about messing with things, but in the end your stuck doing the same old storyline. Sometimes you can change it a little with a few choices they give you, but it's still far from actual freedom. The older games had tried but all had the same distinc design which disallows a truly open experience of discovery. My main point is how the basic formula needs to be rebuilt from the ground up, or even just thrown away.
It isn't about how many side quests or distractions the game has, it's about letting go of the idea of main gameplay.
If a butterfly learnt to speak, to live in human society, paid its bills, had a job, lived in a fancy house and married a human, is it human?
Now what if that same butterfly knew how to write code better than any human and had years of experience in the game industry, would that make it a game designer?
If u wouldn't let a construction worker design your house, then why let a programmer design your world?
Whenever someone says feature they basically mean an inorganic almost completely separate tack on to a primarily (insert main role of game here) focused environment. I don't think I've ever heard anyone call combat a feature, certainly not in remotely the same context. I'm more of a big picture kind of guy. I like my games to feel alive.
If a butterfly learnt to speak, to live in human society, paid its bills, had a job, lived in a fancy house and married a human, is it human?
Now what if that same butterfly knew how to write code better than any human and had years of experience in the game industry, would that make it a game designer?
If u wouldn't let a construction worker design your house, then why let a programmer design your world?
I have no idea what that meant, couldn't even tell if he was making a joke lol.
If a butterfly learnt to speak, to live in human society, paid its bills, had a job, lived in a fancy house and married a human, is it human?
Now what if that same butterfly knew how to write code better than any human and had years of experience in the game industry, would that make it a game designer?
If u wouldn't let a construction worker design your house, then why let a programmer design your world?