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As an old fart, I remember the days of MUDs and other primitive, eye-candy-deficient games. In particular, I used to love games like Gemstone III and IV. It wasn't so much the roleplaying aspect, although that was definitely a plus -- it was the feeling that you were in a dynamic environment where your actions mattered. There was more than one path to "success" in the game (e.g., a healer could stay in a safe area and heal for tips, or could go out into the field; a rogue could be a pure thief or an assassin, not just a lightly armored warrior class). There were painful consequences for bad decisions (the possibility of "real" death if your character died under certain circumstances, jail time for attacking players in cities, etc.). There was also unique player-designed weaponry and fluff, invasions on cities by vast swarms of high-level critters, and other diverse ways of interacting with the world and the other players in it.
All that seems to be gone now. If you're into PvE, it's just a race for end game and bragging rights on progression. PvP is reduced to a bunch of people with the highest level of gear playing roshambo with each other. Players with names like Roflcopter or DarthMaul666 swarm everywhere, clogging chat and generally cheapening the experience.
I don't really know what I'm asking for here... I guess I want a sense of vastness, of mystery. I want my actions to have consequence beyond a 30 second resurrection timer or corpserun (EVE gets this right, or at least as right as any game I've played lately). The graphics/hardware arms race is never-ending -- who cares what's big right now, it'll be outdated within 365 days. What matters is that feeling that you've actually logged out of RL and into another universe.
WoW had that x factor in the first year or so, even up to the opening of AQ. Unfortunately, it's gone now. Will AoC get it right? I preordered the CE on a hunch. I might regret it later, but you gotta keep hope alive.
I'm pretty sure no one under 30 (or maybe no one at all) knows wtf I'm blathering on about.
Comments
OMW to bed so this gona be short , but bud i know how you feel, its been 3 yrs since i left EQ1 and im still looking, & my hopes are high for Conan.
You are in an open field west of a big white house with a boarded
front door.
There is a small mailbox here.
http://thcnet.net/zork/index.php
The good old days!
OP, great post.
I hear ya... it seems like creativity and depth has been sucked right out of our beloved MMORPG genre. I'm hoping the 'WoW' clone era will DIE soon or at least die off enough to allow for much deeper and more creative, interactive MMMORPG games to flourish.
BOYCOTTING EA / ORIGIN going forward.
Ah, Zork. Ah, MUDs.
I'm not sure it's fair to compare MUDs to MMO*s. MUDs were (mostly) free. They were run by volunteers. The city invasion you mentioned probably didn't even need a code rewrite; mobs were likely just dropped in by the gods. Even if code rewrite was necessary, a gifted college student would certainly be up to the task. MMO*s are considerably more complex, and they have to pay people to run special events, and that hurts the bottom line. The largest MUDs have a few hundred players active at one time. WoW has hundreds of thousands. It's easier to foster a sense of community in a small game than a large game.
I disagree with you about PvP in MUDs. PvP was all about levels, at least on the PvP games I played (Duris, Rites of Passage).
Immersive gameplay will be there with AoC.
One form is the type of quests you can pick up in the game. These can range from, chain quests ~ linking smaller stories within one big one, ethical quests, moral quests and plenty where the onus is on you to decide resulting in different rewards or paths to take, even the behaviour of the NPC towards you in the future.
Here are some questions about quests I co-asked to the Lore guy and Quest designer dev Joel Bylos:
So you won't actually be meeting the gods in the game, but that's also because we don't want to go against Howard's wishes.
Will there be any quests where you have to pray or show your religion in any way?
If you're a Priest of Mitra, you're obviously going to defend Mitra and Conan, and if you're neutral, you can just choose the middle ground between the two. If you're a worshipper of Set, you're more than welcome to join the guy and start saying bad things about Mitra. Based on the three options, you get a different reward.
It's a branching quest then?
That's one religious quest, but there are obviously other ones where priests are dealing with issues and things, but they're not too confrontational. We want people to play different ways if they want to.
Are there other examples of branching questlines or quest rewards that you can think of?
It's going to be a fairly black and white option between the three characters [live or die], even though the dialogue with the characters is a bit more interesting. Essentially there are some characters that do evil things, but they've tried to sneak into the area for noble purposes.
Once you've decided how many of the characters you're going to kill, your quest reward will be different based on how many you've executed. If you kill all three you will get something different in line with your choice and named differently too.
That sort of quest really seems to put the power back into the hands of the player rather than having them always following orders from a random NPC...
Will there be seasonal quests?
Will there be different dialogue options for your class, race, and gender?
How do you make the quests in the game really interesting and fun, even if they may not be the most "dynamic" quests?
Are there lots of solo quests in the game?
Will the earlier dungeons in the game be developed for six-man groups?
Will there be quests that flow into the PvP or Sieging systems or areas?
Will NPCs remember how you treated them during your dialogue encounters with them?
Later on you find a mantis person in the desert who tells you to talk with the chieftain. They want you to help free them from the evil Necromancer. Both of them ask you to do the same quest - kill the Necromancer - so you get to make that choice and picking one means excluding you from the other. The rewards are different as well.
While this may seem "limiting" to the players, I think people will go onto the internet and look at the items before proceeding upon this quest to see which piece of equipment they want. This also gives roleplayers the option to really flesh out their characters, even if the reward may not be optimal for their class.
That's always something I've wanted to see come out in MMOGs; this idea that making decisions has a consequence. While single player games can show changes based on your decisions, MMOGs can at least have some of this sort of consequence on a character level. It may not be 90% of the quests in the game, but these branching quests are there.
And those are the quests that players will probably remember....
What's one of your favorite quests in the game?
*laughter ensues*
We're mature people and this is a serious game. *laughs* And he's a rival of the Chicken Handler. He gives you a quest to go kill the Chicken Handler, but you need a group to actually kill the Chicken Handler because he's so tough. He's no pushover. When you kill the Chicken Handler and go back to the Cock Handler he gives you a two-handed sledgehammer type weapon called the Vanquisher of Poultry
Continuing on for this with the Destiny Quests there are obviously plans to support the game in different area's after launch. This area is being looked at so there is going to be extra scope after you have reached max level. With AoC it might come across as a race to level cap, but the story doesn't end there, the lore as i'm sure your aware has plenty behind it and the dev's will be adding things all the time, including more RP type quests. It isn't a race really in crafting either, its not experience based, you quest to actually learn something to be able to make it, they dont make you do the same thing over and over to progress to the next level, its not an online job. Same with the quests, Funcom are known for telling great stories. They want you to feel immersed and the world design, along with the way quests are handled in this game, set a good premise up for this to really happen and be different in ways to the norm. I'm most interested in the quests that will give me an affinity for what im actually doing and I know they will make me feel more apart of the world.
Im looking forward to the quest dialogues and the choices that we can make as players whilst pursuing them. Reminds me of the Steve Jackson books from the 80's.
Perhaps you should pick up MUD playing again?
I know when I get the urge to play in a dynamic universe, I play MUDs.
You will NEVER get the same experience from an MMO that you get from a MUD. They're like apples and oranges.
You are in comfortable tunnel like hall
> LOOK
+
AoC will not be immersive, its not graphics, or quests, and what not, its the people you play with. Being a former player of GS3 myself, I can say that one of the main reasons it was immersive is that it was forced role playing. No one talks out of character, other players will ignore you, and most likely as Ive seen if kept up the person gets removed from the game. And there are definately no UBER1337 names in GS3.
MMOs dont require the imagination that MuDs did, MMOs are to Muds what TVs are to books.
Lobo, you rule man.
OP, I hear you loud and clear my friend. I miss those days too. Many game devs have got it in their heads that some demographic wants it faster and easier so we're seeing the deathknell of long and detailed (detailed now usually refers to graphics) RPGs and lengthy Turn-Based Strategy titles. Now it's FPS, RTS a shot of expresso and to the end game we go!
Kind of like movies. Back then they made epic titles like Ben Hur, movies that lasted 2:30 to 3 hours long. Now we have 90 minute wonders like Forgetting Sarah Marshall. But that society is going to hell rant is for another time and place.
"Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."
Chavez y Chavez
You guys are right on all counts. The thing I miss is how the community used to come together and play. There was mass buy-in of the game world and it was heavily self-regulated. Realistically there's no chance to make that happen again on a large scale, is there? I wonder what it would take for FunCom to hire a battalion of GMs devoted to keeping the world "real" or at least trying to herd the 11-year-olds and e-ballers into some semblance of order? Maybe a "hardcore" RP server that's heavily moderated? Meh.
I logged in to my GS account last night (I forgot I had started a new character last summer and put it away -- don't want to count how much I've been paying Simutronics for nothing over the last year). There were 586 people online -- about half of what I remember from the last time I played regularly -- and it was pretty dead. I couldn't remember any of the commands either I guess you can't go back again.
If AoC delivers what it looks like it might, it'll still be a jolly good time for all. I don't want to come off as snobby -- I love all kinds of games, and have more days /played in WoW than I want to admit. I also communicate in lol's and O_o from time to time. But it's good to see you guys know where I'm coming from on this.
To AmazingAvery
You know Devs can make stuf sound so great sometimes. I have learned through past experiences that it's better to wait and get your own opinion and take the words of the Devs with a pinch of salt ( don't know if that Swedish saying translated right hehe), not that they lie, they are just good at selling the game. Many games looks good on paper but after release it can sometimes be a bit disappointing not experiencing all the cool things the devs were talking about. It's one thing describing all neat stuff in the game and a whole other managing to implement them in a way that players really notice them.
Sad, but true. Immersive game play has been replaced with need for PvP 24/7. It is a lot cheaper for devs to create PvP mini games and call it endgame, then focus on mini adventures every so after to keep the game fresh. Too many players power-level to endgame and beotch like no other because there is nothing to do. Community has been replaced with ladders and rankings so people can get their epeen on.
Fear not fanbois, we are not trolls, let's take off your tin foil hat and learn what VAPORWARE is:
http://en.wikipedia.org/wiki/Vaporware
"Vaporware is a term used to describe a software or hardware product that is announced by a developer well in advance of release, but which then fails to emerge after having well exceeded the period of development time that was initially claimed or would normally be expected for the development cycle of a similar product."