I see in last 8 months many new players trying out darkfall most of those quit after month becouse there lost dont realy know what to do and go back to there themepark so they get guidnace game hold there hand.
Some like total freedom, most dont its simple as that.
Games played:AC1-Darktide'99-2000-AC2-Darktide/dawnsong2003-2005,Lineage2-2005-2006 and now Darkfall-2009..... In between WoW few months AoC few months and some f2p also all very short few weeks.
Here's a really simple, very defining difference between themepark and sandbox MMOS: The game world of themepark MMOs exists to define what players do. In sandbox MMOs, what players do defines the game world. These are achieved in various ways, but the main point is that whether or not a character within a themepark MMO did anything, let alone existed, makes no difference. In a sandbox MMO, what a character does can leave a lasting impression on the game world.
But only in the large-scale. What any particular individual does rarely ever has an impact on the game world regardless. We can point out individual cases until"Leeroy Jenkins" comes home, but in general, you as a single player have no more impact on the game world in a sandbox game than you do in a themepark game. It's only in extremely rare cases where an individual matters in either. Not that big of a deal IMO.
Originally posted by Malcanis I refer you to the last sentence of my post, which is the important one. in eg: WoW, player interaction and freedom are significantly more circumscribed.
I couldn't care less about WoW, but there really isn't that much of a difference between themepark and sandbox, both control your actions, the control is just less visible in a sandbox game. Invisible control is still control.
Considering that the theme park forces you down a developer designed pathways whereas the sandbox allows you to do what you want. How could anyone possibly hate the idea of doing what they want? The sandbox provides far more alternatives and it also provides a much more meaningful sense of purpose. Consider PvP in a themepark game. You have instanced battlegrounds or you can kill other players. They don't drop anything when they die. The battlegrounds have you fighting for points or kill count. This is not meaningful. Consider a sandbox game. When you PvP in a sandbox game, you're fighting for loot, or maybe for honor. Consider someone killing the wrong person. Clans might go to war. Consider a clan that controls too many resources, again you have a war, you're fighting for something, something that is more meaningful than points, something that affects the game world. It's unfortunate though that sandbox games haven't yet allowed PvE content to change the world (aside from Asheron's Call).
"Themepark" games and "Sandbox" games both have their strengths and their weaknesses. Although games are supposed to be a break from real life, people in general still like structure, purpose, some goal to reach. I recently have been playing Fallen Earth, but I've become bored with it. This I would consider a sandbox game... but then it also has elements of a themepark game. How so? Because although I can do whatever I want, I honeslty can't. Even as a "sandbox" game it has it restrictions. I can't master every stat and every skill, I'm restricted by "AP." The zones in the game are huge, but there is nothing that really motivates me to play. I think sometimes sandbox is just a term used for a game with the same restrictions of other games just without the emphasis on following the developers intended path. Fallen Earth has everything every other "themepark" MMO has. It just proposes it differently. At the end of the day I'm still gathering materials to make armor/weapons/bandages/ammo/whatever. I'm still killing things. I'm still doing a lot of what I do in other MMOS just without the content.
Making a game with huge zones, no direct emphasis on doings quests, but still limiting you... doesn't make a game better than one that gives you objectives and a sense of purpose and accomplishment. Granted, a game like Fallen Earth is one that should have more of a focus on community and working together, as since the game doesn't have much purpose or sense of achievement from any other game, the focus should be on the social aspect. It doesn't always do that. Where SWG had as much focus on the social aspect (entertainers, medics) as it did the combat... it could appeal to people of various playstyles.
While in a pure "sandbox" world, you might have impact to the world (i.e., building a town that persists or mining resources that stay gone), I think the main point many players drive at, when they mention sandbox, is "freedom". "Freedom" to start in a beginning town or village and wander where you may, rather than be forced by invisible walls down some path.
I like cake for desert, she likes pie. While this may sound like off-topic drivel, the point is that preference is the driving force behind MMO selection.
Fortunately, not everyone has the same tastes. Otherwise we'd all be on WoW playing Death Knights.
Ken
www.ActionMMORPG.com One man, a small pile of money, and the screwball idea of a DIY Indie MMORPG? Yep, that's him. ~sigh~
I like cake for desert, she likes pie. While this may sound like off-topic drivel, the point is that preference is the driving force behind MMO selection. Fortunately, not everyone has the same tastes. Otherwise we'd all be on WoW playing Death Knights.
Ken
Actually, the point of linear gaming is you have no choice. This would be like the restaurant ordering for you.
Why are people still pretending this is a subject for discourse. The differences between the two are minor at best, the mechanics of an MMO still demand time = money. Sure you can pretend there is some huge difference between clicking on a button in a spaceship and clicking on a button with your goblin, but at the end of the day you would be really hard pressed to name something that is entirely different and unique to each "style" of game.
I like cake for desert, she likes pie. While this may sound like off-topic drivel, the point is that preference is the driving force behind MMO selection. Fortunately, not everyone has the same tastes. Otherwise we'd all be on WoW playing Death Knights.
Ken
Actually, the point of linear gaming is you have no choice. This would be like the restaurant ordering for you.
Some higher class ones do. The trick is, picking the place.
you realize every non-online game is a themepark and that you're, basically, dissing every single videogame that is not online. just because something has a path does not make it bad. i played darkfall and wish it had themepark to it, oh wait...it actually does. case in point, every game has both.
A Sandbox is a game designed to drop you off with little direction in what to do. This doesn't mean it lacks content, it just means if you can't figure out what to do on your own, you might as well not play. It takes an imagination and ability to make your own goal structure in a sandbox, leaving many people to ask "what is there to do?" when the rest of the game world simply has too much on their platter to do at once. UO, Wurm and SWG are prime examples of games (that used to in SWGs case) drop people off in a place and have them set off to find a place to live, or explore and find places to create their own content in. Wurm does a lot of special things like changing every aspect of the game world from digging out mountains to raising islands, you'll always have something to do - but you have to think of it yourself - most newbie players come in and hate having to do that and blame the game for lack of structure... which is the point of the game.
If you are a person who severely lacks the ability to see a dozen things to do in that environment without handholding, then Theme Parks are for you. I enjoy the idea behind this side of the genre and believe Free Realms is the best incarnation, where the "theme park" aspect is obvious, and every place you are in has activities. The other kind sprang from those cloning EQ's formula, which used to have a lot of sandboxy elements in having to find mobs for drops and hunting, etc, but nowadays just take the base playstyle and make it "more accessible", which means it's generally easier to grasp and turns off those looking for complexity in their game - which is generally found in sandboxes. I would like to see a theme park game that has as many diverse things to do as Free Realms, but without the mind-numbingly kiddie/noob controls. I do believe systems like WAR's universal cooldowns are this slippery slope I speak of, and it instead turns off many seasoned players that didn't want to move to a product that feels "dumbed down" from the last.
Both genres have something to learn from each other though, that's for sure... but I don't expect anybody to see any MMO in the proper perspective it takes to enjoy it, or be inspired by it.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4 Waiting On: GW2, TSW, Archeage, The Rapture
I like cake for desert, she likes pie. While this may sound like off-topic drivel, the point is that preference is the driving force behind MMO selection. Fortunately, not everyone has the same tastes. Otherwise we'd all be on WoW playing Death Knights.
Actually, the point of linear gaming is you have no choice. This would be like the restaurant ordering for you.
No game is linear. No game has zero choice. Otherwise they wouldn't be games, they'd be movies(or art or music or whatever.)
Every MMORPG on the market provides a huge amount of player choices, even if sandbox tend to have a great deal more choice freedom than themepark games.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
I like cake for desert, she likes pie. While this may sound like off-topic drivel, the point is that preference is the driving force behind MMO selection. Fortunately, not everyone has the same tastes. Otherwise we'd all be on WoW playing Death Knights.
Actually, the point of linear gaming is you have no choice. This would be like the restaurant ordering for you.
No game is linear. No game has zero choice. Otherwise they wouldn't be games, they'd be movies(or art or music or whatever.)
Every MMORPG on the market provides a huge amount of player choices, even if sandbox tend to have a great deal more choice freedom than themepark games.
AOC is pretty linear. I recall being on a forest path I could not leave (i.e. invisible walls) and not being able to progress past some tied up women unless I sorted through the dialogue boxes in exactly the order the dev's intended for me. (Huge amount of choices? I sure didn't see them.)
Contrast that with Everquest, in which I started in the Barbarian village of Halas and was free to wander about town and explore outside of town.
Sure, Halas had walls, but they were village walls, not invisible do-the-quest-or-you-cannot-leave walls.
Now linearity may be on some slider bar, but I prefer that slider to be moved more towards the "free choice" side than the "storyline side", and I think I am not alone. But no, your style of gaming is not the same and it makes me wonder if that if you favor storyline and isolated gameplay, then why play an MMO at all? Do not RPG's pretty much fit your desired game standards?
I like cake for desert, she likes pie. While this may sound like off-topic drivel, the point is that preference is the driving force behind MMO selection. Fortunately, not everyone has the same tastes. Otherwise we'd all be on WoW playing Death Knights.
Ken
Actually, the point of linear gaming is you have no choice. This would be like the restaurant ordering for you.
Actually, linear games provide you with a small choice within their set world. This would be like going to McDonald's and asking for lobster which you wouldn't because you know McDonald's doesn't have lobster. Their shitty crabcakes aren't even close... unless of course you've never had a real crabcake. Then you wouldn't know.
A Sandbox is a game designed to drop you off with little direction in what to do. This doesn't mean it lacks content, it just means if you can't figure out what to do on your own, you might as well not play. It takes an imagination and ability to make your own goal structure in a sandbox, leaving many people to ask "what is there to do?" when the rest of the game world simply has too much on their platter to do at once. UO, Wurm and SWG are prime examples of games (that used to in SWGs case) drop people off in a place and have them set off to find a place to live, or explore and find places to create their own content in. Wurm does a lot of special things like changing every aspect of the game world from digging out mountains to raising islands, you'll always have something to do - but you have to think of it yourself - most newbie players come in and hate having to do that and blame the game for lack of structure... which is the point of the game. If you are a person who severely lacks the ability to see a dozen things to do in that environment without handholding, then Theme Parks are for you. I enjoy the idea behind this side of the genre and believe Free Realms is the best incarnation, where the "theme park" aspect is obvious, and every place you are in has activities. The other kind sprang from those cloning EQ's formula, which used to have a lot of sandboxy elements in having to find mobs for drops and hunting, etc, but nowadays just take the base playstyle and make it "more accessible", which means it's generally easier to grasp and turns off those looking for complexity in their game - which is generally found in sandboxes. I would like to see a theme park game that has as many diverse things to do as Free Realms, but without the mind-numbingly kiddie/noob controls. I do believe systems like WAR's universal cooldowns are this slippery slope I speak of, and it instead turns off many seasoned players that didn't want to move to a product that feels "dumbed down" from the last. Both genres have something to learn from each other though, that's for sure... but I don't expect anybody to see any MMO in the proper perspective it takes to enjoy it, or be inspired by it.
Having "somethign to do" and doing something that gives a sense of accomplishment are two different things. I can do whatever I want in Fallen Earth (well almost, kinda) but that doesn't mean that what I'm doing gives me any sense of achievement. A "game" has a beginning and end. Both of which are defined by the creators. Some games you'll have no clue what the "endgame" is really like until you reach the end of the developers parameters... which IS what endgame is. Granted they give you an extent of freedom but you don't have to follow that path but it won't be very rewarding granted the game you are playing. In a social game like SWG when one mastered Musician or Dancer and that pinnacle was reached, there was social speculation about the ability of one to compose macros, lead a band of musicians/entertainers, so in that sense it was player defined. Which is what you see in games like the Infamous WoW. People reach what may at one time have been a challenge to meet (max level) so now it comes down to personality, skill in playing, etc. The parameters are there it's just a different game. In all honesty, we should be doing something more constructive with our lives than playing MMOS. No one will really care that you had a lvl 190 in some free to play or even a max level with mad skills in a pay to play. We're here for entertainment ultimately. But these MMOs become more than just entertainment and we as humans wish to interject our personalities and potential potentials into characters. Which ultimately will mean nothing. A vague mention of the MMO generation may see a future in the textbooks of (hopefully) a much smarter and motivated generation, but I doubt it.
It doesn't matter how massive you make a desert if all one personally sees is self-gratifaction from killing mobs that isn't much motivation. Sometimes the struggle is in the fate set before us. I don't think half of you will understand that your motivations in MMOS are your failures in life but some will. Everyone needs purpose, a sense of achievement. Now.. you can either recreate that in an MMO be it "sandbox" or "themepark" but ultimately you are just trying to accomplish something that is lacking in your life. In console games there is a definate end and a definate beginning. I think a lot of MMO players have some disorder of some type that contributes to their play time. It's not a disorder that came out of nowhere, it was developed over time. If any of us had invested this much time into something productive (and I don't mean productive in that people that play the same game as you think you are great) that we'd each find a more meaningful meaning of life. These games are addictive. The fact that we have forums where constant debates and discussion are part of that really shows. I think if we would get off our lazy asses, recognize that we can do more than these games could ever offer, we might be able to accomplish something meaningful in our own lives.
I think MMOS are a haven for nihilists, social rejects, and people who haven't realized just how serious a lot of people take this genre (and that it's not right for them, even though they view it as just a game). I think we all need to wake up, leave these forums, leave these games, and do something with our lives that will at least make ourselves happy, instead of surrendering to a digital game that makes promises to real accomplishement that can be simply erased with a server wipe. Console games are for gamers, MMOs are for society's failures.
It's amazing, the whole "debate" has turned into people claiming this is more hardcore than that and you're stupid if you can't do this. There is little difference in this whole "sandbox" idea. You still have strict limitations placed upon you. Attempting to show the differences between the two so you can berate the other is banal on a grand scale.
It's amazing, the whole "debate" has turned into people claiming this is more hardcore than that and you're stupid if you can't do this. There is little difference in this whole "sandbox" idea. You still have strict limitations placed upon you. Attempting to show the differences between the two so you can berate the other is banal on a grand scale.
^^this^^
Because no one really cares anyway. Ask a man on the street. They don't give two shits or a fuck.
...and yet you were just calling MMO players the crazy ones.
Sarcasm douchebag. Get outside more often. It's a movie in theaters now.
Oh sorry, I mistook you for a token internet slug. Maybe if you didn't follow up a long rant on how sad people are with the whole end of the world thing I wouldn't have figured such. Next time use more smileys or something, seems to be the only way "sane" people use emotion to reflect text these days.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4 Waiting On: GW2, TSW, Archeage, The Rapture
Comments
I see in last 8 months many new players trying out darkfall most of those quit after month becouse there lost dont realy know what to do and go back to there themepark so they get guidnace game hold there hand.
Some like total freedom, most dont its simple as that.
Games played:AC1-Darktide'99-2000-AC2-Darktide/dawnsong2003-2005,Lineage2-2005-2006 and now Darkfall-2009.....
In between WoW few months AoC few months and some f2p also all very short few weeks.
Themeparks are more fun than sandboxes in real life....
But only in the large-scale. What any particular individual does rarely ever has an impact on the game world regardless. We can point out individual cases until"Leeroy Jenkins" comes home, but in general, you as a single player have no more impact on the game world in a sandbox game than you do in a themepark game. It's only in extremely rare cases where an individual matters in either. Not that big of a deal IMO.
Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more
Relatively Recently (Re)Played: HL2 (all), Halo (PC, all), Batman:AA; AC, ME, BS, DA, FO3, DS, Doom (all), LFD1&2, KOTOR, Portal 1&2, Blink, Elder Scrolls (all), lots more
Now Playing: None
Hope: None
I couldn't care less about WoW, but there really isn't that much of a difference between themepark and sandbox, both control your actions, the control is just less visible in a sandbox game. Invisible control is still control.
Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more
Relatively Recently (Re)Played: HL2 (all), Halo (PC, all), Batman:AA; AC, ME, BS, DA, FO3, DS, Doom (all), LFD1&2, KOTOR, Portal 1&2, Blink, Elder Scrolls (all), lots more
Now Playing: None
Hope: None
"Themepark" games and "Sandbox" games both have their strengths and their weaknesses. Although games are supposed to be a break from real life, people in general still like structure, purpose, some goal to reach. I recently have been playing Fallen Earth, but I've become bored with it. This I would consider a sandbox game... but then it also has elements of a themepark game. How so? Because although I can do whatever I want, I honeslty can't. Even as a "sandbox" game it has it restrictions. I can't master every stat and every skill, I'm restricted by "AP." The zones in the game are huge, but there is nothing that really motivates me to play. I think sometimes sandbox is just a term used for a game with the same restrictions of other games just without the emphasis on following the developers intended path. Fallen Earth has everything every other "themepark" MMO has. It just proposes it differently. At the end of the day I'm still gathering materials to make armor/weapons/bandages/ammo/whatever. I'm still killing things. I'm still doing a lot of what I do in other MMOS just without the content.
Making a game with huge zones, no direct emphasis on doings quests, but still limiting you... doesn't make a game better than one that gives you objectives and a sense of purpose and accomplishment. Granted, a game like Fallen Earth is one that should have more of a focus on community and working together, as since the game doesn't have much purpose or sense of achievement from any other game, the focus should be on the social aspect. It doesn't always do that. Where SWG had as much focus on the social aspect (entertainers, medics) as it did the combat... it could appeal to people of various playstyles.
While in a pure "sandbox" world, you might have impact to the world (i.e., building a town that persists or mining resources that stay gone), I think the main point many players drive at, when they mention sandbox, is "freedom". "Freedom" to start in a beginning town or village and wander where you may, rather than be forced by invisible walls down some path.
I like cake for desert, she likes pie. While this may sound like off-topic drivel, the point is that preference is the driving force behind MMO selection.
Fortunately, not everyone has the same tastes. Otherwise we'd all be on WoW playing Death Knights.
Ken
www.ActionMMORPG.com
One man, a small pile of money, and the screwball idea of a DIY Indie MMORPG? Yep, that's him. ~sigh~
Actually, the point of linear gaming is you have no choice. This would be like the restaurant ordering for you.
Why are people still pretending this is a subject for discourse. The differences between the two are minor at best, the mechanics of an MMO still demand time = money. Sure you can pretend there is some huge difference between clicking on a button in a spaceship and clicking on a button with your goblin, but at the end of the day you would be really hard pressed to name something that is entirely different and unique to each "style" of game.
Actually, the point of linear gaming is you have no choice. This would be like the restaurant ordering for you.
Some higher class ones do. The trick is, picking the place.
you realize every non-online game is a themepark and that you're, basically, dissing every single videogame that is not online. just because something has a path does not make it bad. i played darkfall and wish it had themepark to it, oh wait...it actually does. case in point, every game has both.
A Sandbox is a game designed to drop you off with little direction in what to do. This doesn't mean it lacks content, it just means if you can't figure out what to do on your own, you might as well not play. It takes an imagination and ability to make your own goal structure in a sandbox, leaving many people to ask "what is there to do?" when the rest of the game world simply has too much on their platter to do at once. UO, Wurm and SWG are prime examples of games (that used to in SWGs case) drop people off in a place and have them set off to find a place to live, or explore and find places to create their own content in. Wurm does a lot of special things like changing every aspect of the game world from digging out mountains to raising islands, you'll always have something to do - but you have to think of it yourself - most newbie players come in and hate having to do that and blame the game for lack of structure... which is the point of the game.
If you are a person who severely lacks the ability to see a dozen things to do in that environment without handholding, then Theme Parks are for you. I enjoy the idea behind this side of the genre and believe Free Realms is the best incarnation, where the "theme park" aspect is obvious, and every place you are in has activities. The other kind sprang from those cloning EQ's formula, which used to have a lot of sandboxy elements in having to find mobs for drops and hunting, etc, but nowadays just take the base playstyle and make it "more accessible", which means it's generally easier to grasp and turns off those looking for complexity in their game - which is generally found in sandboxes. I would like to see a theme park game that has as many diverse things to do as Free Realms, but without the mind-numbingly kiddie/noob controls. I do believe systems like WAR's universal cooldowns are this slippery slope I speak of, and it instead turns off many seasoned players that didn't want to move to a product that feels "dumbed down" from the last.
Both genres have something to learn from each other though, that's for sure... but I don't expect anybody to see any MMO in the proper perspective it takes to enjoy it, or be inspired by it.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
Actually, the point of linear gaming is you have no choice. This would be like the restaurant ordering for you.
No game is linear. No game has zero choice. Otherwise they wouldn't be games, they'd be movies(or art or music or whatever.)
Every MMORPG on the market provides a huge amount of player choices, even if sandbox tend to have a great deal more choice freedom than themepark games.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
Actually, the point of linear gaming is you have no choice. This would be like the restaurant ordering for you.
No game is linear. No game has zero choice. Otherwise they wouldn't be games, they'd be movies(or art or music or whatever.)
Every MMORPG on the market provides a huge amount of player choices, even if sandbox tend to have a great deal more choice freedom than themepark games.
AOC is pretty linear. I recall being on a forest path I could not leave (i.e. invisible walls) and not being able to progress past some tied up women unless I sorted through the dialogue boxes in exactly the order the dev's intended for me. (Huge amount of choices? I sure didn't see them.)
Contrast that with Everquest, in which I started in the Barbarian village of Halas and was free to wander about town and explore outside of town.
Sure, Halas had walls, but they were village walls, not invisible do-the-quest-or-you-cannot-leave walls.
Now linearity may be on some slider bar, but I prefer that slider to be moved more towards the "free choice" side than the "storyline side", and I think I am not alone. But no, your style of gaming is not the same and it makes me wonder if that if you favor storyline and isolated gameplay, then why play an MMO at all? Do not RPG's pretty much fit your desired game standards?
Actually, the point of linear gaming is you have no choice. This would be like the restaurant ordering for you.
Actually, linear games provide you with a small choice within their set world. This would be like going to McDonald's and asking for lobster which you wouldn't because you know McDonald's doesn't have lobster. Their shitty crabcakes aren't even close... unless of course you've never had a real crabcake. Then you wouldn't know.
Cause maybe they will get the sandbox idea right in an MMO sometime in the near future? Right now...not so much.
I'll take a good theme park over THE MANY BAD sandboxes any day.
"This may hurt a little, but it's something you'll get used to. Relax....."
Having "somethign to do" and doing something that gives a sense of accomplishment are two different things. I can do whatever I want in Fallen Earth (well almost, kinda) but that doesn't mean that what I'm doing gives me any sense of achievement. A "game" has a beginning and end. Both of which are defined by the creators. Some games you'll have no clue what the "endgame" is really like until you reach the end of the developers parameters... which IS what endgame is. Granted they give you an extent of freedom but you don't have to follow that path but it won't be very rewarding granted the game you are playing. In a social game like SWG when one mastered Musician or Dancer and that pinnacle was reached, there was social speculation about the ability of one to compose macros, lead a band of musicians/entertainers, so in that sense it was player defined. Which is what you see in games like the Infamous WoW. People reach what may at one time have been a challenge to meet (max level) so now it comes down to personality, skill in playing, etc. The parameters are there it's just a different game. In all honesty, we should be doing something more constructive with our lives than playing MMOS. No one will really care that you had a lvl 190 in some free to play or even a max level with mad skills in a pay to play. We're here for entertainment ultimately. But these MMOs become more than just entertainment and we as humans wish to interject our personalities and potential potentials into characters. Which ultimately will mean nothing. A vague mention of the MMO generation may see a future in the textbooks of (hopefully) a much smarter and motivated generation, but I doubt it.
It doesn't matter how massive you make a desert if all one personally sees is self-gratifaction from killing mobs that isn't much motivation. Sometimes the struggle is in the fate set before us. I don't think half of you will understand that your motivations in MMOS are your failures in life but some will. Everyone needs purpose, a sense of achievement. Now.. you can either recreate that in an MMO be it "sandbox" or "themepark" but ultimately you are just trying to accomplish something that is lacking in your life. In console games there is a definate end and a definate beginning. I think a lot of MMO players have some disorder of some type that contributes to their play time. It's not a disorder that came out of nowhere, it was developed over time. If any of us had invested this much time into something productive (and I don't mean productive in that people that play the same game as you think you are great) that we'd each find a more meaningful meaning of life. These games are addictive. The fact that we have forums where constant debates and discussion are part of that really shows. I think if we would get off our lazy asses, recognize that we can do more than these games could ever offer, we might be able to accomplish something meaningful in our own lives.
I think MMOS are a haven for nihilists, social rejects, and people who haven't realized just how serious a lot of people take this genre (and that it's not right for them, even though they view it as just a game). I think we all need to wake up, leave these forums, leave these games, and do something with our lives that will at least make ourselves happy, instead of surrendering to a digital game that makes promises to real accomplishement that can be simply erased with a server wipe. Console games are for gamers, MMOs are for society's failures.
No ty Shinjuru, Onyxia doesn't raid itself. *rimshot*
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
It's amazing, the whole "debate" has turned into people claiming this is more hardcore than that and you're stupid if you can't do this. There is little difference in this whole "sandbox" idea. You still have strict limitations placed upon you. Attempting to show the differences between the two so you can berate the other is banal on a grand scale.
It will all be over in 2012 anyway. I was wrong. Just play MMOS, no one will be left to document this great species.
...and yet you were just calling MMO players the crazy ones.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
cause there are no good sandbox mmos out thats why and since all games recently ALWAYS suck im not gonna spend 50 euroes or dollars to try it out
^^this^^
Because no one really cares anyway. Ask a man on the street. They don't give two shits or a fuck.
Sarcasm douchebag. Get outside more often. It's a movie in theaters now.
Sarcasm douchebag. Get outside more often. It's a movie in theaters now.
Oh sorry, I mistook you for a token internet slug. Maybe if you didn't follow up a long rant on how sad people are with the whole end of the world thing I wouldn't have figured such. Next time use more smileys or something, seems to be the only way "sane" people use emotion to reflect text these days.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture