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Destiny's Sword is an upcoming MMO that is trying to move the genre in new ways with its emphasis on mental health as a component of a character's development. But what about the more typical MMO features that players expect? We sat down with 2Dogs' Ken Hall to learn more.
Comments
Aloha Mr Hand !
¯\_(ツ)_/¯
It's instance based I would never label it an MMORPG because of that fact alone, but doesn't matter coverage is coverage.
Then I have some Mapples to sell you. They look just like apples, they taste just like them, grow just like them. But at closer inspection and past all the marketing fluff its a Mapple, and not apple.
I think you guys running this site really need to take a step back and ask yourselves what an MMORPG is.
https://www.techopedia.com/definition/1919/massively-multiplayer-online-role-playing-game-mmorpg
^^ Explains this perfectly. This game or others you keep covering here are not MMORPG's!
While I may agree that this particular game is not what I consider an MMORPG I completely disagree with the thought that this site should ONLY cover MMORPGs. Over time this site has evolved to cover many different aspects of gaming in general and that is a really good thing. There are lots of really good writers and staff members on this site and i enjoy seeing what they have to say on a wide range of topics. This discussion is off topic for this thread though so I wont feed into it further.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Call a horse a horse and stop trying to call this donkey an MMORPG just because the maker wants that label on it. It isnt. Its just another niche game that will get lost in the mix of other subpar low budget games.
"People who tell you youre awesome are useless. No, dangerous.
They are worse than useless because you want to believe them. They will defend you against critiques that are valid. They will seduce you into believing you are done learning, or into thinking that your work is better than it actually is." ~Raph Koster
http://www.raphkoster.com/2013/10/14/on-getting-criticism/
Can't we players make up our own minds about what it is?
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
The game's developers call it an MMO and so shall we. *shrugs*
¯\_(ツ)_/¯
card games are now MMORPGs?
But, the rest of it seems interesting enough to give it a try. I thought ICY was a decent game despite having shitty card combat.
MMO is a huge genre, you can't define it so narrowly, even if you may only prefer a small segment of it. That's a bit like saying only space opera is sci-fi.
Anything that creates a shared online experience for a large group of players is an MMO. There's more than one way to skin a cat.
Incidentally, according to your link, the definition of an MMO is:
"A massively multiplayer online role-playing game (MMORPG) is a video game that takes place in a persistent state world (PSW) with thousands, or even millions, of players developing their characters in a role-playing environment. The virtual world in which the game takes place is never static. Even when a player is logged off, events are occurring across the world that may impact the player when he or she logs in again."
DS has - a persistent world (check); thousands of players [we're currently planning for about 10-20k players per server] (check); dynamic, living world (check).
As for instancing, one of my favourite MMOs of all time - City of Heroes - was instanced, and that game provided me with some of the best social interaction of any of the PC MMOs.
huge genre or not its not massive so its jsut a MO, but its semantics, a waste of time, and the game is not even worth the time to complain about this, so moving on
Aloha Mr Hand !
Hey Blamo,
These screenshots are old, we've actually replaced the cards with the commander action buttons, in response to feedback from PAX East.
It's exactly the same gameplay - you can perform your actions on your own or any other player's troops - but just a different presentation that fits better with our style and avoids confusion with existing card game mechanics.
We really like the commander actions because they're very tactile - you directly interact with your team while playing them - but the card presentation just wasn't a great fit.
This is what the UI currently looks like:
http://destinyssword.com/wp-content/uploads/2019/05/DS_03.jpg