What are your guys' idea of a fun adventure in mmorpg based game? What are the factors to a good adventure, and what do you think would make adventure better?
Originally posted by Voicekrack What are your guys' idea of a fun adventure in mmorpg based game? What are the factors to a good adventure, and what do you think would make adventure better?
Freedom, exploration, no mini-map, minimal fast travel, minimal grind, content all over the place but not packed so tightly that you cannot move without falling over other players.
Summed up: Plenty of things to do and see, not some racetrack of content consumption.
Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security. I don't Forum PVP. If you feel I've attacked you, it was probably by accident. When I don't understand, I ask. Such is not intended as criticism.
anyone else finding it exceedingly hard to read posts on this forum?
anyway .. what XAP said .. essentially stop spoon feeding me the same rehashed story and let me create my own legacy.
LFD tools are great for cramming people into content, but quality > quantity. I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
The biggest problem I see is transfering adventure gaming from SP and Coop RPG into Massively Multiplayer.
MMOs tend to be so mechanical, sort of like people pushing carts through a supermarket doing shopping. Giving the adventure "feeling" is tough. It just works better with solo or small groups. That means either chop up the world into instances for adventuring which defeats the purpose of "massively multiplayer" or making the world so huge that even when fully populated the chances of accidentally running into other players becomes slim.
I'm personally in favor of huge world rather than instancing. I'm still in the process of working out how to implement it. The closest I've seen to this ever working was Oblivion, which really did feel huge and had lots to explore.
Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security. I don't Forum PVP. If you feel I've attacked you, it was probably by accident. When I don't understand, I ask. Such is not intended as criticism.
Originally posted by Voicekrack What are your guys' idea of a fun adventure in mmorpg based game? What are the factors to a good adventure, and what do you think would make adventure better?
My idea of a fun adventure:
Freedom of movement, interesting terrain/environment, no static mobs or at least changing up the spawns, wading knee deep in the dead in an epic battle.
After typing that, I now know what the rest of my evening shall entail - rolling a new archer in AC.
Have a good night all!
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Few of the things i think are a big deal in Adventure type MMORPG's this may be a fairly large list, alot of these may be familiar to if you played EQ1 because i personaly enjoyed that game the most for the adventuring aspects. I also feel immersion is the key to adventure games.
- No maps so no world map and mini maps that were use to seeing now (bring it back to the old days of Everquest), well sayingthing this i mean no initial ingame maps allow players to make there own maps and even sell those said maps to other players or atleast trade them. Although maps will pop up on the internet the individual player can put percific points and key locations on the maps that wont be on the internets map.
- A weight limit that a player can carry, Some people will see this as a inconvience however those little inconvience help add immersion to the world and thats what realy makes up and adventure game (MMORPG)
- A Relativly large world the current newer games are quite small and Devs keep cutting corners as time goes on and games are getting smaller. For example EQ1 was posibly the largert world on release, then WoW was second largest and Rift is quite small. I chose these 3 games because there the most common games everyone knows that displays the common trend, there also games im familiar with im sure there other games that are the exception to this for example i hear vanguard is exceptionaly large so thats one of the games that differ from this, but the majority of them are following this trend of shrinking worlds
- No compass on the interface, another one of those inconviences people will see however being able to get lost in the world adds a gread deal of immersion and it wouldnt be an adventure if you couldnt get lost at all. Now thats not going to say there no compass at all you can have a compass as a ingame item that when u use it it tell you the direction ur facing, you can also have a sense heading skill that works the same way ofcourse when its low lvl it not very accurate
- A real Death penality, The fear of dieing is a huge aspect in immersion especialy when you adventuring haha well atleast i find it more enjoyable when you might have death lingering over your shoulders hehe, Im not saying we need perma death but it realy need to be somthing that makes you wanna advoid dieing throwing a few coins to the repairer when u die is not cutting it, I rather enjoyed corpse runs in Everquest and i felt it also brought the community together aswell.
-A developing world, This is somthing you dont realy see at all, This can come from player building houses, castles and various other building around the world, One idea ive been thinking of in a game is at the beginning of the game there are no cities and any major structure to begin with on release of the game just npc starting to build a city for themself where players can help speed up the process of building the city one building at the time for helping the NPC gather certain materials and when the city is build up enough they start to build villages/building away from the city which grants acress to more merchants and stuff away from they city. This way the world is always changing.
- minimum fast travel, This means no instant transport, or fast travel all over the world. Boats that take you to island to island should be the only fast travel option and even them shouldnt be instant nothing like fishing off a boat enjoying the scenery as it takes you to the next adventure. Also mounts shouldnt be as abundant as they are they should be a luxuary but that being said allow certain classes to cast speed buffs to help with lack of mounts and it also makes a better community from what ive seen
- Unpridicatability, Makes thing unpredicatable if you know whats going to happen before you get there, they're no reason to go there in the first place. So make zones/area feel different from each other
- No instances, Everything happens in the open world, no more u have this place to your self feel, this allows for unpredicatable things to happen which helps with immersion. This means raids and dunguens all happen in the open world so there can be some conflict between players for prized mobs. I hate the feeling that you have this whole dunguen to yourself feel it makes the game feel single playerish.
-Muiltipal starting areas and area to level, Starter areas for each race and low lvl zones to go with, Dont do what rift did and have 2 city one for each pvp faction, this limits the amount of zones you can go to for each level and make the world so small. There need to be muiltipal place to begin the game and places to level, this help improve replayablilty and it also makes for a good raceial PvP server.
- Player/guild housing, after a long day of adventuring there needs to be a place to relax and call ur own, we also need non pvp/pve things to do in a game it cant just revolve around that
- Money sinks, Money needs to be going somewhere appart from just the player pockets a healthy economy is a must, this can range from spending money on house stuff, money on quest items that need to be purchased and even gambling and alcohol for those games with a mature rating on them, Before we start complaining that we cant have those thing in a game because kids play them and they get an addiction to gambling or drinking, i put forward this to you, if a game has a mature rating on it kids cant buy it the parents have to for them, further more ive been playing Everquest since i was 12 or so and i player around with the player ran casinos even ran one myself, and even the one NPC one in shadow haven added later on by SoE, If anything they allowed me to see the value in money at a young age so i dont toss it away on gambling or other usless things so it had the opposite effect that people seem to think.
-No spoon feeding rewards, Rewards should be earned no given out to everyone who breaths next to the quest giver, Gear should last longer than a lvl or two, Gear should be rareish and you should feel good about earning what you get.
As somone said before me there need to be plenty of things to do and see, the game need to be designed so it isnt a race to the end to where thing acualy start to happen, it should be about the journey getting to the lvl cap or whatever the end may be than the journey beginning when u finish lvling.
In my idea of the no maps, i came up with the player having to create their own maps. Find paper or scrolls that are blank to draw them on. And the map will serve as an item, the player can have multiple maps, and he can trade to other players or sell for other maps or gold. And i think the map should be huge, and spread apart, there should be giant forests that players can get lost in. Giant mountain ranges players can get lost in. The need for the player to have food and water or sleep. The ability to place down a fire to get warm, the ability to set camp. Basically things in the mmorpg world need to be expanded, the maps need to be giant.
Also the journal system, but players are needed to write down notes, type down, of their current quest. and there are no quest markers, only directions, and you should be responsible. Also more mysterious quests, puzzles. riddles. etc. a game to make u think, not a little simple baby game.
Comments
Well summed up in one simply sound bite fun
Freedom, exploration, no mini-map, minimal fast travel, minimal grind, content all over the place but not packed so tightly that you cannot move without falling over other players.
Summed up: Plenty of things to do and see, not some racetrack of content consumption.
anyone else finding it exceedingly hard to read posts on this forum?
anyway .. what XAP said .. essentially stop spoon feeding me the same rehashed story and let me create my own legacy.
LFD tools are great for cramming people into content, but quality > quantity.
I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
The biggest problem I see is transfering adventure gaming from SP and Coop RPG into Massively Multiplayer.
MMOs tend to be so mechanical, sort of like people pushing carts through a supermarket doing shopping. Giving the adventure "feeling" is tough. It just works better with solo or small groups. That means either chop up the world into instances for adventuring which defeats the purpose of "massively multiplayer" or making the world so huge that even when fully populated the chances of accidentally running into other players becomes slim.
I'm personally in favor of huge world rather than instancing. I'm still in the process of working out how to implement it. The closest I've seen to this ever working was Oblivion, which really did feel huge and had lots to explore.
My idea of a fun adventure:
Freedom of movement, interesting terrain/environment, no static mobs or at least changing up the spawns, wading knee deep in the dead in an epic battle.
After typing that, I now know what the rest of my evening shall entail - rolling a new archer in AC.
Have a good night all!
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Few of the things i think are a big deal in Adventure type MMORPG's this may be a fairly large list, alot of these may be familiar to if you played EQ1 because i personaly enjoyed that game the most for the adventuring aspects. I also feel immersion is the key to adventure games.
- No maps so no world map and mini maps that were use to seeing now (bring it back to the old days of Everquest), well sayingthing this i mean no initial ingame maps allow players to make there own maps and even sell those said maps to other players or atleast trade them. Although maps will pop up on the internet the individual player can put percific points and key locations on the maps that wont be on the internets map.
- A weight limit that a player can carry, Some people will see this as a inconvience however those little inconvience help add immersion to the world and thats what realy makes up and adventure game (MMORPG)
- A Relativly large world the current newer games are quite small and Devs keep cutting corners as time goes on and games are getting smaller. For example EQ1 was posibly the largert world on release, then WoW was second largest and Rift is quite small. I chose these 3 games because there the most common games everyone knows that displays the common trend, there also games im familiar with im sure there other games that are the exception to this for example i hear vanguard is exceptionaly large so thats one of the games that differ from this, but the majority of them are following this trend of shrinking worlds
- No compass on the interface, another one of those inconviences people will see however being able to get lost in the world adds a gread deal of immersion and it wouldnt be an adventure if you couldnt get lost at all. Now thats not going to say there no compass at all you can have a compass as a ingame item that when u use it it tell you the direction ur facing, you can also have a sense heading skill that works the same way ofcourse when its low lvl it not very accurate
- A real Death penality, The fear of dieing is a huge aspect in immersion especialy when you adventuring haha well atleast i find it more enjoyable when you might have death lingering over your shoulders hehe, Im not saying we need perma death but it realy need to be somthing that makes you wanna advoid dieing throwing a few coins to the repairer when u die is not cutting it, I rather enjoyed corpse runs in Everquest and i felt it also brought the community together aswell.
-A developing world, This is somthing you dont realy see at all, This can come from player building houses, castles and various other building around the world, One idea ive been thinking of in a game is at the beginning of the game there are no cities and any major structure to begin with on release of the game just npc starting to build a city for themself where players can help speed up the process of building the city one building at the time for helping the NPC gather certain materials and when the city is build up enough they start to build villages/building away from the city which grants acress to more merchants and stuff away from they city. This way the world is always changing.
- minimum fast travel, This means no instant transport, or fast travel all over the world. Boats that take you to island to island should be the only fast travel option and even them shouldnt be instant nothing like fishing off a boat enjoying the scenery as it takes you to the next adventure. Also mounts shouldnt be as abundant as they are they should be a luxuary but that being said allow certain classes to cast speed buffs to help with lack of mounts and it also makes a better community from what ive seen
- Unpridicatability, Makes thing unpredicatable if you know whats going to happen before you get there, they're no reason to go there in the first place. So make zones/area feel different from each other
- No instances, Everything happens in the open world, no more u have this place to your self feel, this allows for unpredicatable things to happen which helps with immersion. This means raids and dunguens all happen in the open world so there can be some conflict between players for prized mobs. I hate the feeling that you have this whole dunguen to yourself feel it makes the game feel single playerish.
-Muiltipal starting areas and area to level, Starter areas for each race and low lvl zones to go with, Dont do what rift did and have 2 city one for each pvp faction, this limits the amount of zones you can go to for each level and make the world so small. There need to be muiltipal place to begin the game and places to level, this help improve replayablilty and it also makes for a good raceial PvP server.
- Player/guild housing, after a long day of adventuring there needs to be a place to relax and call ur own, we also need non pvp/pve things to do in a game it cant just revolve around that
- Money sinks, Money needs to be going somewhere appart from just the player pockets a healthy economy is a must, this can range from spending money on house stuff, money on quest items that need to be purchased and even gambling and alcohol for those games with a mature rating on them, Before we start complaining that we cant have those thing in a game because kids play them and they get an addiction to gambling or drinking, i put forward this to you, if a game has a mature rating on it kids cant buy it the parents have to for them, further more ive been playing Everquest since i was 12 or so and i player around with the player ran casinos even ran one myself, and even the one NPC one in shadow haven added later on by SoE, If anything they allowed me to see the value in money at a young age so i dont toss it away on gambling or other usless things so it had the opposite effect that people seem to think.
-No spoon feeding rewards, Rewards should be earned no given out to everyone who breaths next to the quest giver, Gear should last longer than a lvl or two, Gear should be rareish and you should feel good about earning what you get.
As somone said before me there need to be plenty of things to do and see, the game need to be designed so it isnt a race to the end to where thing acualy start to happen, it should be about the journey getting to the lvl cap or whatever the end may be than the journey beginning when u finish lvling.
In my idea of the no maps, i came up with the player having to create their own maps. Find paper or scrolls that are blank to draw them on. And the map will serve as an item, the player can have multiple maps, and he can trade to other players or sell for other maps or gold. And i think the map should be huge, and spread apart, there should be giant forests that players can get lost in. Giant mountain ranges players can get lost in. The need for the player to have food and water or sleep. The ability to place down a fire to get warm, the ability to set camp. Basically things in the mmorpg world need to be expanded, the maps need to be giant.
Also the journal system, but players are needed to write down notes, type down, of their current quest. and there are no quest markers, only directions, and you should be responsible. Also more mysterious quests, puzzles. riddles. etc. a game to make u think, not a little simple baby game.
Archeage is actually available but not translated to english.