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Pantheon: Rise of the Fallen Dev Journals: Feature Spotlight - Perception System

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

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One of Pantheon’s main differentiators is the way we are handling Quests and Story-related content. The consistent trend in current MMORPGs is one of linear, quest-driven leveling mechanics that funnel players from quest hub to quest hub throughout their leveling experience. This is consistent with the “Theme Park” approach of modern MMOs where little emphasis is put on free exploration or risk vs. reward. Instead, players are led by the hand and told where to go, what to do and how to do it.


¯\_(ツ)_/¯ 


Post edited by SBFord on
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Comments

  • danisheraserdanisheraser Member UncommonPosts: 33
    Awesome!!!!
  • Bayne867Bayne867 Member UncommonPosts: 4
    This sounds great!
  • BanegrivmBanegrivm Member UncommonPosts: 262
    Wow. I'm impressed. I am rarely impressed by anything new that game devs come up with nowadays. This is such an amazing idea. It's nice to see that they are being innovative and not just doing a cookie cutter mold type of game.

    Banegrivm
    Leader of the 1st Fist of Light
    www.1stfistoflight.com

  • TwoTubesTwoTubes Member UncommonPosts: 328
    That does sound great. I like the perception tips/hints process.

    My one concern would be that I hope players don't feel like they have to look up the dialogue online before they respond to an NPC to make sure they receive the correct result. Conversely, I would hate to answer incorrectly and not get the result I wanted.
  • GhavriggGhavrigg Member RarePosts: 1,308
    edited June 2016
    This actually sounds like a pretty great idea. I'm looking forward to seeing it in action. Also very much enjoy that there will be different choices for NPC conversation. Maybe I'll have to finally put Pantheon on my radar.
  • MardukkMardukk Member RarePosts: 2,222
    Sounds great. Good to hear that they too are moving away from linear quest hubs and required questing.
  • tarodintarodin Member UncommonPosts: 128
    Sounds really good. It looks like we will have to read the quests ;)
  • fs23otmfs23otm Member RarePosts: 506
    This is the only game on my radar right now...
  • Scott_JeslisScott_Jeslis Member RarePosts: 637
    edited June 2016
    Sounds like a great idea! But everyone else already said that :-) The perception part is almost a throwback to the old text based games, e.g. Zork :-)
  • ragz45ragz45 Member UncommonPosts: 810
    If I find a quest specific to my character, will I be able to rope my friends into that quest? Through sharing, or other mechanics?
  • mhoward48mhoward48 Member UncommonPosts: 99
  • AmatheAmathe Member LegendaryPosts: 7,630
    Very cool. Reminds me of how quests were done in pen and paper D&D.

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • Kayo83Kayo83 Member UncommonPosts: 399
    Now THIS sounds much more interesting and appealing than mana climates. Just pretty please dont ever put a golden stick above any quest givers or map any of the objectives.
  • KilrainKilrain Member RarePosts: 1,185
    This is how quests are supposed to be man, screw "!". I don't know how many times I would pass an NPC in previous games and the NPC would mutter something like, "I sure wish I knew how to ..." and wanting to help that NPC, alas it was just empty dialog.

    Can't wait.
  • TekaelonTekaelon Member UncommonPosts: 604
    Such a simple approach but so impacting. I hope they can pull this off.
  • TamanousTamanous Member RarePosts: 3,030
    edited June 2016
    This is an old school RPG and MUD feature taken to a new level. It is why a simple description by a DM/GM in a role playing game can spark a player's imagination far more than graphics or even a picture.

    All senses should be triggered to set scenes and drive forward story. This incredibly simple concept, used for decades in RPGs, adds more to a game than the best graphics possible.

    Imagination and how to spark it is the entire point to RPGs and what was almost completely lost in mmorpg development ... especially of late.

    You stay sassy!

  • RedsaltRedsalt Member UncommonPosts: 83
    Sounds cool. It will be interesting to see if this will work well.

    Redsalt... the other salt.

  • DistopiaDistopia Member EpicPosts: 21,183

    Mardukk said:

    Sounds great. Good to hear that they too are moving away from linear quest hubs and required questing.



    While also not abandoning those features and actually providing such content.

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • kjempffkjempff Member RarePosts: 1,760
    edited June 2016
    YES YES YES!

    Finally someone who gets it, and of course it is not a surprise from whom it is comming - Although it feels good to hear it described so clearly. This way of doing mmorpg quests are what I have been hoping for in this past 10 years of mmorpg drout, and one of the key philosophies that made eq so amazing.

    Everyone on these forums should read this so maybe they might understand what the definition themepark is and what it is not. Themepark is story driven, railroading, quest hubs like WoW and all its inspired spinoffs (that will be rougly every mmo since 2005), and understand that eq was not themepark by this definition. If you have played both wow and eq extensively this understanding should come easy, and you will know how fundamentally different those two games are at their core.

    Anyway, rambling off. Hearing a developer expressing this clearly how they really get it just warms my mmorpg gamers heart and wakes up the dormant hope for the genre. I haven't been this excited since The EqNext fundamentals charter.
    Post edited by kjempff on
  • Curt2013Curt2013 Member UncommonPosts: 66
    I'll probably be playing this game off and on until I'm dead. Then I'll come back as a necro and re roll my main.
  • NithirNithir Member UncommonPosts: 74
    Damn, this is excellent, gives me Passive Perception from DnD wibes, love it!
  • Charlie.CheswickCharlie.Cheswick Member UncommonPosts: 469
    This game will be something special.
    -Chuckles
  • DeivosDeivos Member EpicPosts: 3,692
    edited June 2016
    This sounds like some of the mechanics I've talked about on here before (seeding trigger events into the environment for quests as opposed to using a quest hub). XD

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

  • acidbloodacidblood Member RarePosts: 878


    That does sound great. I like the perception tips/hints process.



    My one concern would be that I hope players don't feel like they have to look up the dialogue online before they respond to an NPC to make sure they receive the correct result. Conversely, I would hate to answer incorrectly and not get the result I wanted.



    Agreed, if the perceptions are too cryptic (ok, the amulet is heavy.. and ??), or the dialog options non-obvious in their intent, then players will feel forced to follow out-of-game guides; which, to me, completely ruins the whole intention of a system like this.
  • inmysightsinmysights Member UncommonPosts: 450
    This game makes me so excited when I read anything about it, release cannot get here fast enough!

    I am so good, I backstabbed your face!

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