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Serious question here. This has been one of the biggest turn offs to me about mmo's since wow got popular. ZONES
Bleh, rings of trees and mountains with small access points to regions...yuck.
I want to be able to pick a direction and run that way for a few hours with the only limiting factor being that i may have to dodge a few trees or whatever. This doesnt seem any different than wow on a pvp server with boats.
Am I missing something?
To add: I was thinking open world meant something like asheron's call.
Comments
IMHO there is virtually no difference between portal locking a zone and being able to run straight through. pretending that not having a portal there makes it open world is just a lie.
not having portals (loading screens) makes the world persistent, not open world. Two different things.
I think your post is just a little bit too much on the edge....
There are no logging screens between zones in Archeage....none....but you want them to be....like what?
You don´t like a path? prefer a lake? a forest that turns darker while you enter another "zone"? maybe a sea??
You can find them in Archeage too...you can even seal your way to another continent!
This must be the most absurd complaint about Archeage i got to read so far....
Srry.
I think i understand what you are trying to say. Correct me if i am wrong here :
You want to be able to go anywhere in any direction and be able to access everything except dungeons or raids , etc. because of course there should be a instance portal or a loading screen as usual. To be open world it means just that. You should be able to go even on a boat to other maps or continents if the sea is big enought to permit it.
AA should be able to provide that otherwise if they put invisible walls at top of mountains or only permit access to another map by using a narrow map, loading screens, instance portal, etc. then it is not open world. And it will means very far from what a sandbox is suppose to be.
Is that what you where saying here OP ?
Edit :By the answers you got also from the other post, it looks like AA can give you that, could be that this specific map you where in only permit access to the other maps by using a narrow path. That would be a bit like in the real world, there is some places that are very hard to get into, and must use specific path to access them, it could be they made such a place for any reason what so ever.
How are people so ignorant. I'm pretty sure this guy's talking about open world similar to that of skyrim or other free roam rpg's. In mmorpg's these days you have "zones" that you complete and then move onto the next, portal or mountain in between them or not, you can't pick a direction to progress your character further because the progression's designed into separate zones until you hit max level, even better crafting materials are found in higher level zones as you progress, it's very on rails and linear, this is much of the problem people had with ESO as it was supposed to live up to the elder scrolls name but was WoW with an elder scrolls skin.
Extra details and "sandboxy features" aside, at the end of the day all these games are painfully similar, Archeage included, yes it's exactly what you just said, a themepark with a few more interactive features, boats and less portals in between the zones making it "seamless".
I don't know what's so hard about designing a real open world and not sure why no developer has taken the opportunity to do this yet.
Seriously? A sandbox open-world MMO is about the most difficult type of game you could possibly make There's a reason why most attempts at that kind of game fail.
Yes, most of us want a game like this but it's much easier for companies to turn out " New and improved McThemepark" over and over. There are a couple of indie/small dev games in development I'm excited about but I'm realistic the odds of any of them totally pulling it off perfectly are slim.
i could care less what wikipedia says
Seamless - no loading screens but still sends you from zone to zone dictating the level of mobs in each zone giving you a rails leveling experience.
Open World - Go and do what you want... like other open world games where mobs dont really have levels but are on templates... a rat is always gonna be a rat no matter what zone you're in it's always going to be the same difficulty.. a bear is going to be a bear no matter what zone you're in always the same difficulty... it's up to you to find the mobs that present the best challenge / reward for yourself... not know if you go to said zone there will be mobs the same level as you.
Look at the map zones, they are all ringed by mountains. Not good design imo. I've been spoiled playing DFUW for the past year though. That is just a big open world, that feels like a big open world.
Sidenote: It's good to know that the quest hubs are just basically a tutorial. If that was the entire game it would be almost as bad as the rest (with better small details).
I guess I was a little loose on the wording "I don't know what's so hard". I agree it is the most difficult type of game you could design especially for a multiplayer experience. Though I just can't help but feel a multiplayer skyrim wouldn't be THAT hard to design, perhaps with a few tweaks made here and there to keep it tame while retaining the same open world feeling instead of spending 80+ million on developing these clones that they know won't take off. I really don't understand what these companies are thinking. Everyone's bored of them and they voice it loudly, however years later they're still announcing games with the same features talking about how innovative it is because it has boats.
Look at Runescape, it does have levels but look at the world design and how progression is laid out, how about a non browser based version of that game with competitive graphics and WASD controls? Has anyone thought to do that?
you trying to compare AA to open world is like trying to compare EVE online's game world to WoW.... WoW is seamless, EVE is open world.
Edit - and no, because AA still has zones based off levels.. putting higher level mobs into the mix changes nothing
starter zone - level 1 - 5, next zone level 5 - 11, next zone level 11 - 18 etc... it's completely on the rails.. i cant just go looking for adventure
Edit 2 - and off the wiki "An open world is a type of video game level design where a player can roam freely through a virtual world and is given considerable freedom in choosing how or when to approach objectives."
AA doesnt give me that freedom.. it gives me quests which tell me what mobs to kill and where to kill them, trade route quests, quests to get my first farm, quests to get my first ship... sure i can go kill mobs, but then you miss out on your first farm not doing the quest etc...
I'm sorry if AA is the second coming for you, but after playing a substancial amount of hours over the course of like 2 and a half months or something, the game is heavily flawed, with potential but not enough... hacks and bots are out of control, combat being handled client side instead of server side was a terrible design choice, considering it's on the crytek engine the graphics are super average even maxed out.... it just doesnt do it for me, it's not a real open world game, it's more themepark then sandbox and it doesnt live up to the hype at all.
"Look at Runescape, it does have levels but look at the world design and how progression is laid out, how about a non browser based version of that game with competitive graphics and WASD controls? Has anyone thought to do that?"
Are you serious?
We have thought of that...and how old and outdated every aspect of that game has been since forever. Have you considered what it would take to do that with today's MMOs? We are talking the total picture I'm thinking....
"This may hurt a little, but it's something you'll get used to. Relax....."
I don't even understand what you're saying.
Edit: The game mechanics are outdated, the graphics are outdated, the movement and combat is outdated, I agree, that's why I said how about an updated version of that world lay out and progression system? I don't think that would be as much of a flop as some might think. There might be a reason why that game is even still popular, there's really nothing else like it, everything that came after were on rail themeparks which people have attempted to recreate since.
"mmorpg.com forum admins are all TROLLS and losers in real life"
My opinion
You don't understand what I'm saying...yet you lay out what I meant...thanks
You mentioned RS...and what followed summed up what I said.
"This may hurt a little, but it's something you'll get used to. Relax....."
Ok lol.
Right...so we are in agreement that RS is NOT a model for anything going forward?
"This may hurt a little, but it's something you'll get used to. Relax....."
You're just talking gibberish I honestly don't understand you, it's seeming more like one of those "hostile for the sake of it" replies while not making any sense so I'm just trying to not reply any more, don't really want to continue whatever conversation we started unless you can rephrase everything you've said. No offence and I apologize if English isn't your first language.
No offense taken....unless you keep up with the RS BS...then...offense is there...shining for us to obliterate...
"This may hurt a little, but it's something you'll get used to. Relax....."
lol, its wikipedia, ANYONE can edit wikipedia.
To expand on my first post. I don't want to want to have each little area of the map (read: zones) separated by impassable mountains or walls that require exit or entrance to the zone through narrow pathways. This leads to silly zoned mentality where each zone is drastically different from the next as far as mobs/culture/eco-system/etc. My example of this is the WOW map.
This is not how things are in the real world, things flow together and lines get blurred, each state isn't surrounded by impassable mountains. I can go west until I hit the ocean, hop on a boat to asia, then continue west again. (I know...vidya games....but i play mmo's to immerse in a virtual world, and it's important to me.) To go back to my original example: in Asherons Call there wasn't areas, mob levels went up and down gradually but you could run for hours in a single direction only needing to change course for the occasional mountain that was too steep, or tree, or building or whatever.
Maybe I'm wrong, maybe the mountains aren't impassable, but I pulled up the world map and all I saw was a bunch of zones that appear to be separated by impassable terrain.
So you are telling me that you can run straight in a direction across several zones without having to reroute to get through narrow passages that allow you into or out of zones?
Yes.
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Yup. Exactly what everyone here has said. There are no invisible walls or impassable mountains or the like. In fact, one of the fastest ways to get anywhere is to climb that mountain and glide to anywhere you are trying to get to. The map shows "zones" because it separates things like economic regions for tradepacks and which region is in what "threat" stage.
To even make this thread it means you have never been in the game, or logged in once to open the map and logged back out. If you bothered to even go so far as to watch a video sometime, you would see that you can go anywhere at any time, no level requirements, no gating, no invisible walls etc. Its about as open a world as any MMO can be.