I want the exact opposite. I want a game that is not right in front of me obvious but also has no wiki like wowhead or some bullshit shortcut site for people who have no intuition. Learn through playing and exploring not wiki's is how i'd like it.
Achievers and Explorers want to know everything and enjoy a good wiki post. Killers don't or can't. All this post and thread will do is identify Achievers, Explorers, Killers, and possibly Socializers.
Pardon any spelling errors
Konfess your cyns and some maybe forgiven Boy: Why can't I talk to Him? Mom: We don't talk to Priests. As if it could exist, without being payed for. F2P means you get what you paid for. Pay nothing, get nothing. Even telemarketers wouldn't think that. It costs money to play. Therefore P2W.
I picked "Both" but as an EVE player, I certainly am no stranger to looking things up, heck before I even played the free trial I downloaded, printed and read around 10 player made guides on every topic from mining, mission running, pirating and PVP concepts. I've not stopped reading since then.
But I don't do it enough, therefore I am not anyway as up to speed as many who exceed far more in areas such as market trading, planetary exploration and industry. (all still mysteries to me)
I would like to try a game that doesn't have a wiki, and somehow manages to mask the game play enough to make them less useful, but that's not often the case except for some very new, not so well known indie titles.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I want the exact opposite. I want a game that is not right in front of me obvious but also has no wiki like wowhead or some bullshit shortcut site for people who have no intuition. Learn through playing and exploring not wiki's is how i'd like it.
Originally posted by Konfess Achievers and Explorers want to know everything and enjoy a good wiki post. Killers don't or can't. All this post and thread will do is identify Achievers, Explorers, Killers, and possibly Socializers.
Not necessarily. There was a time when I thought that the greatest thing on Earth was the theorycrafting aspect in WoW. I was actually responsible for all theorycrafting for all classes in my guild for some time. However, the Internets kinda killed that aspect. Now things like Askmrrobot are the preferred path for the vast majority of players, and is also a major contributing factor, in my opinion, to the decline of complexity in the genre as a whole. Unfortunately, it's kinda like being really, really good at calligraphy these days. There might be some novelty to your skill, but it's not really useful on a daily basis, except in the case of the overwhelming minority.
Originally posted by Mavolence I want the exact opposite. I want a game that is not right in front of me obvious but also has no wiki like wowhead or some bullshit shortcut site for people who have no intuition. Learn through playing and exploring not wiki's is how i'd like it.
Games that make you lookup crap are just not good games. All the info you need should be in the dam game while your playing it. And it should be easy to find.
you dont have to look anything up, you can just learn as you go, this used to be a big part of the fun. Ofc if you are in a game where you are ridiculed for being less than otptimal then this may be an issue.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
What is basically being asked here is do people want complex games they are required to learn the rules for?
For me it's hell yes. More rules means more strategy. This is the core difference between fps style mmos and high ability count tab mmos (call them what you want. You should get the gist).
My favorite game of all time is Star Fleet Battles. You have to read and learn less to obtain a Microsoft Certified Solutions Expert (MCSE) certification than to master SFB.
There is no reason why the developer can't put all that is required to know about the game in the game other than strategies. Those are to be figured out by the players.
Originally posted by Mavolence I want the exact opposite. I want a game that is not right in front of me obvious but also has no wiki like wowhead or some bullshit shortcut site for people who have no intuition. Learn through playing and exploring not wiki's is how i'd like it.
Games that make you lookup crap are just not good games. All the info you need should be in the dam game while your playing it. And it should be easy to find.
I agree.
Something is wrong if I have to look something up from outside the game. Walkthroughs and wikis are for those times when you are stuck in a quest or something.
I skate to where the puck is going to be, not where it has been-Wayne Gretzky
I prefer a game that has a ton of little nuances to master from gear to class to char building to pve approch and of course a wide and diverse pvp
The story should be the only thing that is up front and obvious but easily skippable if I so choose to.
I like to figure things out on my own such as at what lvl constitution am I at an acceptable lvl of knockdown resistance or will I resist that spell still if I lower my willpower.
I usulaly stay away from the wiki and work it out on my own but if I get frustrated I will dip into a player made tutorial or explanation. Profesional walkthroughs and overly explanitory sites I ignore.
I love it when a player makes a good site. Feels like comunity to me.
Originally posted by Mavolence I want the exact opposite. I want a game that is not right in front of me obvious but also has no wiki like wowhead or some bullshit shortcut site for people who have no intuition. Learn through playing and exploring not wiki's is how i'd like it.
No vote since I want to vote for this answer and if I have to ask for advice I would ask general chat not look outside the game.
Watched many videos on the Elder Scrolls lore before it even came out. Games like TSW are always my favorite types. Anything with puzzles (not jumping) and mazes, history and lore are my favorite.
Death is nothing to us, since when we are, Death has not come, and when death has come, we are not.
I like games that are complex enough to where I might need a wiki if I'm feeling lazy. Like alchemy charts for Morrowind, for example. I could totally figure it out on my own after hours of trial and error but that's not fun for me.
Originally posted by Konfess Achievers and Explorers want to know everything and enjoy a good wiki post. Killers don't or can't. All this post and thread will do is identify Achievers, Explorers, Killers, and possibly Socializers.
Not necessarily. There was a time when I thought that the greatest thing on Earth was the theorycrafting aspect in WoW. I was actually responsible for all theorycrafting for all classes in my guild for some time. However, the Internets kinda killed that aspect. Now things like Askmrrobot are the preferred path for the vast majority of players, and is also a major contributing factor, in my opinion, to the decline of complexity in the genre as a whole. Unfortunately, it's kinda like being really, really good at calligraphy these days. There might be some novelty to your skill, but it's not really useful on a daily basis, except in the case of the overwhelming minority.
I bought game guides for Pool of Radiance, and Leisure Suit Larry back in the 80's. FreeLancer guide in the 90's. I've been buying D&D manuals since the magenta box in '81. I didn't play long in UO, DAoC, AC, AO, or EQ. But I remember in '04 when I played SWG spending a lot of time on Alakazam, SWGCraft, and other data sites. My point, Askmrrobot is third or forth generation tech. Its not something new. There is no recent decline, or if there is it started 20 years ago or longer still.
Pardon any spelling errors
Konfess your cyns and some maybe forgiven Boy: Why can't I talk to Him? Mom: We don't talk to Priests. As if it could exist, without being payed for. F2P means you get what you paid for. Pay nothing, get nothing. Even telemarketers wouldn't think that. It costs money to play. Therefore P2W.
I voted a combination. The big difference to me is either "in game info" vs "out of game info."
I want to play the game, not surf the web. It is why I bought the game. I want enough information IN GAME that will help me along, or guide. I do not need to know specific numbers for weapons, armor, or abilities, but a general idea of (more damage for less effort" or "a better version of X skill/weapon/armor/spell" kind of hint would be nice.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. - FARGIN_WAR
I would vote both as well, especially if its a pc game. Life is honestly about research if you want to succeed, so games should help people learn how to conduct research so people can actually take something away from it that can help them in life. So knowing where to get information, learning what is creditable/what is not, learning how to share information you find to help others, all these things are important in life so you dont get conned and so forth.
I voted a combination. The big difference to me is either "in game info" vs "out of game info."
I want to play the game, not surf the web. It is why I bought the game. I want enough information IN GAME that will help me along, or guide. I do not need to know specific numbers for weapons, armor, or abilities, but a general idea of (more damage for less effort" or "a better version of X skill/weapon/armor/spell" kind of hint would be nice.
Same. I don't want to be alt tabbing out of the game to get the info I need. I'd prefer fast and easy over that.
A wiki is great to check for background info and articles which interest you.
But that first spark: the fact that something in the game interests you, should obviously be created during the gameplay itself.
A game that basically tells you to go read up about the mechanics and the background lore on the official wiki, because nothing is explained or further explored in the actual world is doing it wrong.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
Well op if someone is actually there to play a ROLE playing game,there is no way they can tell me they would not expect a lot of tough times and expect to have to study or learn for themselves.If they do not want that and just want everything handed to them,which would be 100% unrealistic,then they obviously should not be playing a rpg.
These players would not be alone MOST developers haven't a clue either,there is no plausible reason at all that there would be yellow markers over npc heads,it is the dumbest idea i have ever seen in gaming.Then i see the most ridiculous ideas ever when a player can barely wield a wooden stick or club ,however he is able to instantly warp around like the most powerful magician the world has ever known.How about resurrection potions,a cheap idea to begin with but some devs make it look plausible whilst others are retarded,like how would you administer a potion when you are already dead.
Point being that from day 1 BOTH the developer and gamer SHOULD be undertaking a ROLE playing game,meaning you would expect to learn EVERYTHING from npc's to travel to shops ect ect,nothing should be automated.Oh by geesus that reminds me ,how about games that have auto crafting while you are fighting,wtf!!! how are you crafting with no crafting station and while fighting,full on retard game design.A BETTER idea was in FFXI,you actually had to LEARN your crafts through trial and error,you don't have them handed to you.
Never forget 3 mile Island and never trust a government official or company spokesman.
One of the things missing from newer games is theorycrafting. Everything is cookie cutter and in games like FFXIV there is almost no point to theory crafting. All they have is the fact that sometimes using crafted and over melded accessories is sometimes better. Other than that just look at the ilvl and if it's higher it's better. In ffxi we had gear sets for every situation possible. Spreadsheets and discussion to figure out what was most optimal. I miss that part of it. I get it that most people were not into that though, they want fast gameplay and the shines. They don't want to have to figure out with more than a glance which shiny is the best though.
Don't get me started on the glowing ! over heads and that crap. I could write an entire book on why that absolutely irks me beyond belief.
Games that are intuitive and logical where most things can be solved by thinking a bit more, doing some trial and error or by asking friends are good games. Games that takes you out of the game just to play the game are either intended for a small niche audience, or simply have a bad game design.
Problem is that cRPG generally have a lot of bad game design, most of your choices are false options and its rare that your choices actually allows you to play in a completely different way, instead its simply about making you hit harder. One of the few games that actually got it right was Path of Exile since its intended for a niche crowd and it allows you to create builds that fits your gamestyle.
Iselin: And the next person who says "but it's a business, they need to make money" can just go fuck yourself.
If I need to wiki to do something simple. Like know how a skill will work, going so far as to knowing how two skills will work together, or a "preset" recipe. It's a failure of game design.
If I need to look at a wiki to find the best way to do something. It's once again a failure of game design for an MMO. But an acceptable one for a non-RPG game.
If I need to go to a wiki to read the discussion for what the trade offs/ons of a combination of things. It's a sucessful MMO design.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
Comments
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play. Therefore P2W.
I picked "Both" but as an EVE player, I certainly am no stranger to looking things up, heck before I even played the free trial I downloaded, printed and read around 10 player made guides on every topic from mining, mission running, pirating and PVP concepts. I've not stopped reading since then.
But I don't do it enough, therefore I am not anyway as up to speed as many who exceed far more in areas such as market trading, planetary exploration and industry. (all still mysteries to me)
I would like to try a game that doesn't have a wiki, and somehow manages to mask the game play enough to make them less useful, but that's not often the case except for some very new, not so well known indie titles.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Not necessarily. There was a time when I thought that the greatest thing on Earth was the theorycrafting aspect in WoW. I was actually responsible for all theorycrafting for all classes in my guild for some time. However, the Internets kinda killed that aspect. Now things like Askmrrobot are the preferred path for the vast majority of players, and is also a major contributing factor, in my opinion, to the decline of complexity in the genre as a whole. Unfortunately, it's kinda like being really, really good at calligraphy these days. There might be some novelty to your skill, but it's not really useful on a daily basis, except in the case of the overwhelming minority.
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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Games that make you lookup crap are just not good games. All the info you need should be in the dam game while your playing it. And it should be easy to find.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
What is basically being asked here is do people want complex games they are required to learn the rules for?
For me it's hell yes. More rules means more strategy. This is the core difference between fps style mmos and high ability count tab mmos (call them what you want. You should get the gist).
My favorite game of all time is Star Fleet Battles. You have to read and learn less to obtain a Microsoft Certified Solutions Expert (MCSE) certification than to master SFB.
There is no reason why the developer can't put all that is required to know about the game in the game other than strategies. Those are to be figured out by the players.
You stay sassy!
I agree.
Something is wrong if I have to look something up from outside the game. Walkthroughs and wikis are for those times when you are stuck in a quest or something.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
I prefer a game that has a ton of little nuances to master from gear to class to char building to pve approch and of course a wide and diverse pvp
The story should be the only thing that is up front and obvious but easily skippable if I so choose to.
I like to figure things out on my own such as at what lvl constitution am I at an acceptable lvl of knockdown resistance or will I resist that spell still if I lower my willpower.
I usulaly stay away from the wiki and work it out on my own but if I get frustrated I will dip into a player made tutorial or explanation. Profesional walkthroughs and overly explanitory sites I ignore.
I love it when a player makes a good site. Feels like comunity to me.
No vote since I want to vote for this answer and if I have to ask for advice I would ask general chat not look outside the game.
Death is nothing to us, since when we are, Death has not come, and when death has come, we are not.
I bought game guides for Pool of Radiance, and Leisure Suit Larry back in the 80's. FreeLancer guide in the 90's. I've been buying D&D manuals since the magenta box in '81. I didn't play long in UO, DAoC, AC, AO, or EQ. But I remember in '04 when I played SWG spending a lot of time on Alakazam, SWGCraft, and other data sites. My point, Askmrrobot is third or forth generation tech. Its not something new. There is no recent decline, or if there is it started 20 years ago or longer still.
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play. Therefore P2W.
I voted a combination. The big difference to me is either "in game info" vs "out of game info."
I want to play the game, not surf the web. It is why I bought the game. I want enough information IN GAME that will help me along, or guide. I do not need to know specific numbers for weapons, armor, or abilities, but a general idea of (more damage for less effort" or "a better version of X skill/weapon/armor/spell" kind of hint would be nice.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Same. I don't want to be alt tabbing out of the game to get the info I need. I'd prefer fast and easy over that.
So basically.
Do you want to play WoW before WoD, or during WoD.
A wiki is great to check for background info and articles which interest you.
But that first spark: the fact that something in the game interests you, should obviously be created during the gameplay itself.
A game that basically tells you to go read up about the mechanics and the background lore on the official wiki, because nothing is explained or further explored in the actual world is doing it wrong.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
Well op if someone is actually there to play a ROLE playing game,there is no way they can tell me they would not expect a lot of tough times and expect to have to study or learn for themselves.If they do not want that and just want everything handed to them,which would be 100% unrealistic,then they obviously should not be playing a rpg.
These players would not be alone MOST developers haven't a clue either,there is no plausible reason at all that there would be yellow markers over npc heads,it is the dumbest idea i have ever seen in gaming.Then i see the most ridiculous ideas ever when a player can barely wield a wooden stick or club ,however he is able to instantly warp around like the most powerful magician the world has ever known.How about resurrection potions,a cheap idea to begin with but some devs make it look plausible whilst others are retarded,like how would you administer a potion when you are already dead.
Point being that from day 1 BOTH the developer and gamer SHOULD be undertaking a ROLE playing game,meaning you would expect to learn EVERYTHING from npc's to travel to shops ect ect,nothing should be automated.Oh by geesus that reminds me ,how about games that have auto crafting while you are fighting,wtf!!! how are you crafting with no crafting station and while fighting,full on retard game design.A BETTER idea was in FFXI,you actually had to LEARN your crafts through trial and error,you don't have them handed to you.
Never forget 3 mile Island and never trust a government official or company spokesman.
To the people who demand to get all information ingame:
If you happen play a mmo there is always a way to get information ingame: by means of communication
Just ask veteran players. Some are glad to help. At least they were few years ago...
I hate WoW and what it has done to the MMO genre.
One of the things missing from newer games is theorycrafting. Everything is cookie cutter and in games like FFXIV there is almost no point to theory crafting. All they have is the fact that sometimes using crafted and over melded accessories is sometimes better. Other than that just look at the ilvl and if it's higher it's better. In ffxi we had gear sets for every situation possible. Spreadsheets and discussion to figure out what was most optimal. I miss that part of it. I get it that most people were not into that though, they want fast gameplay and the shines. They don't want to have to figure out with more than a glance which shiny is the best though.
Don't get me started on the glowing ! over heads and that crap. I could write an entire book on why that absolutely irks me beyond belief.
Games that are intuitive and logical where most things can be solved by thinking a bit more, doing some trial and error or by asking friends are good games. Games that takes you out of the game just to play the game are either intended for a small niche audience, or simply have a bad game design.
Problem is that cRPG generally have a lot of bad game design, most of your choices are false options and its rare that your choices actually allows you to play in a completely different way, instead its simply about making you hit harder. One of the few games that actually got it right was Path of Exile since its intended for a niche crowd and it allows you to create builds that fits your gamestyle.
If I need to wiki to do something simple. Like know how a skill will work, going so far as to knowing how two skills will work together, or a "preset" recipe. It's a failure of game design.
If I need to look at a wiki to find the best way to do something. It's once again a failure of game design for an MMO. But an acceptable one for a non-RPG game.
If I need to go to a wiki to read the discussion for what the trade offs/ons of a combination of things. It's a sucessful MMO design.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."