I was having a discussion with my guild about Crowfall, and the feature list contained therein.... And it dawned on me that it contains a great deal of MOBA elements. In fact, enough that I would classify it as a hybrid MMORPG/MOBA.
Set Campaign Times - Check
Fighting is done in arena (Campaigns) - Check
Each arena when started is a reset - Check
Gear is reset, and skills are only a number % change. So really when starting the campaign over everyone is starting from scratch for the most part. The skills that you develop and the EK are why I would say this is a hybrid. They key thing being that the world is NOT persistent and does reset.
Do you agree or Disagree, and why? I would like to see a good discussion on this.
Comments
From what I understand, some of Crowfall's campaigns will be set to go for as many as 6 months, but also your character is persistent...
It does have a lot of MOBA influence though... to me... I just want a fun game regardless of the acronym applied.
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Really just trying to encourage discussion.
However the matches last months and contain massive quantities of players. Enough that it should still qualify as massively multiplayer. Something not seen in any existing MOBA.
So yeah. Those those elements together seem to present a fairly reasonable argument for considering it the first Massively Multiplayer Online Battle Arena.
I'd like to play it an see how it pans out before we classify it as anything though.
Edit. I would actually call it an MMOBARPG.
It is also an rpg, with crafting etc. much more then any MOBA has.
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
I think crowfall will be a fun game, but it's definitely not a traditional MMO, not that being an Traditional MMO is a good thing.
It is a Sandbox MMO... with campaigns replacing traditional "servers". You won't be stuck in a dead server for long nor left in a world completely dominated by one guild "for long". Pigeonholing MMORPG as a genre into the (boring) WoW model of amusement themepark with MOBA instanced PvP is what got us to this sad state, that and gd loot boxes...
Crowfall ressurrects the true sandbox open world PvP driven MMORPG of UO, DOAC, Shadowbane, and Warhammer Online.
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
Say, folks interested in MOBAs will inevitably compare CF's "slow" combat, low FPS, very low poly avatars etc. while not being aware of all the depth that lies beneath. I mean, we won't have chance for more than a quick first glance followed by typical "boring" or "looks like crap" (these are quotes).
To me it looks like a simple pvp game with restart campaign mode.Definitely trying to be a rpg but imo a very poor job at being a rpg.
The worst thing i hate about fps games now is they try to add rpg stuff,i don't want mix and match games,they end up being worse.I guess in areality would cay this is just another version of PUBG but adding the kingdoms to support making more money.
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I see this as a campaign pvp game that reset every few months. It isn't something were you log in play for 15 mins and it is over which is what I consider MOBA's go to thing, quick fast action and reset and do again.
It is also a 3 faction game not a 2 faction game. You will always have that aspect of having the third party just waiting on the sideline to come in and wipe you after a major conflict so they can take what you just cleared.
It is a pvp first and foremost, don't listen to anyone that says anything else. They have even reworked the crafting to where you must pvp or have people watching your back to craft as they have tiered it so that you must go into more pvp heavy areas to make the best items.
So basically if you are looking for any type of pve game please move on as this game is not for you, at least not as the time I wrote this.
Crowfall is unique game so that it doesn't fit any game category perfectly, but it's much further away from MOBA gameplay than it's from MMO gameplay. It's a variation of MMO, not an variation of MOBA.
On the plus side OP, I see a bright future for you writing MMO reviews of things like solitaire.
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All Artcraft did was say they plan on making the environments finite. Meaning that a faction or guild will actually "win" after a certain time. Why? To solve a fundamental flaw of OWPVP MMORPGs which is stagnation due to infinite server dominance (for whatever reason). Now Crowfall is a MOBA?
They call the server rings "campaigns". This magically makes them become "arenas" because MOBA MOBA MOBA MOBA.
Why? Because this is MMORPG.com and MOBAs and First Person Shooters are bad AMIRITE?
C'mon son.
¯\_(ツ)_/¯
The rush to fresh realms was obvious even back in EQ and AC times and obvious during live vanilla Wow. After playing vanilla Wow emulators for a length of time I became convinced that a mmorpg CAN design with a true ending in mind. Vanilla Wow proves that an entire player base is willing to shift to new servers and do it repeatedly.
I fear the cycle of 6 months is far too fast however as the shorter the turn around the more you diminish the scope of the game. 2-3 years worked well for Wow and truly epic story arcs can be told during that time followed by an epic conclusion highly impacted by the player base and perhaps even impact the following fresh start. A real conclusion and restart would also preserve the game for it's original audience ... an issue live Wow suffers terribly from. Staggered server time lines would always allow new players opportunity to join early in story arcs as the overall player base grows (even possible migrations, mergers, etc later can stagger story arcs even more ... a solution to another common mmorpg problem).
Crowfall however, well, it's all pretty radical but it is also a pvp game and not pve. Games like EQ, AC, AO, Wow, perhaps even DAoC and the like and any future "old school" mmorpg could easily work toward 2-5 year cycles and "refresh" every server shard to their benefit to prolong their own game. Old school emulators prove it's a working concept. Fresh server migration is like a gold rush in mmorpgs so instead of trying to take it away, developers should embrace it in a dynamic way so they retain control over their own IP even into it's waning years.
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