I'm not really fond of the linear MMO in the long run. The problem is that invariably there is an endgame. An endgame where raiding is the name of the game and is the only way to become more powerful. WoW is the perfect example of this style of play. Although it's been around long before WoW.
The Sandbox style of game really doesn't have an endgame because the environment changes based on the actions taken by the players. In a sandbox game you aren't really trying to be the most uber as much as you are trying to increase your skills. A player's experience and knowledge mean far more than the gear they have in this type of game. This type of game is not meant for the type of player who wants to be lead in where to go next.
A hybrid game would have to have some aspects of both and I would hope in the future there will be more of these created. A hear Saga of Ryzom is this type of game but I've never played it, the furthest I've gotten is the noob Island. I would classify AC as a sandbox/linear hybrid game. Sure you can level and get more skills as you level and many dungeons are based on a person's skill level. However you can choose to train any skill in the game. You are only limited by the skill credits you acquire. Plus once trained, there isn't a limit on how how a skill can be trained.
Would you want to separate professions from training skills or make it that you have to sacrifice some expertise in one area of the game to train in another area (due to the finite number of skill credits) or would you want to player to be able to train in different aspects of the game without affecting the other areas. I really like the real time method of training personally over the level based system but understand why some would want a level based system.
I'm just barnstorming some ideas. I'd like to see games that require more thought and planning, yet still be fun to play for the casual player.
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Those who want casual play can do WoW
Those who want deep play can do Eve
Everybody wins.
I see no need to develop a piece of software that would try to attract everybody. You got your RTS gamers, your FPS gamers, your Flight Sim gamers, your MMORPG gamers....and then you have Eve which is in its own little niche, not quite fitting anywhere.
As long as all these titles have trials, I don't really see the problem, people can try everything out and they can pick and choose what they wish to play.
If you've ever been into WOW "hardcore" you'd realise this.
If there's a linear plot, it has to end eventually; if it's an open world, there's no reason to do anything in the first place.
I remember playing Freelancer, maybe that's a "hybrid" game like you mean? The single player campaign has a storyline with frequent open-ended periods, and after the campaign is over you can log into a multiplayer server and continue exploring the galaxy. There's still things to do since there are better ships and weapons out there, and star systems you have never seen during the single player campaign, but once you have all the best stuff it gets old too.
that's why. not even the free mmo's are really free in most cases
and no, after lv60, wow becomes hardcore if you want to be able to stick around and raid or pvp, and both need gear....
WoW has it's huge subscribers because of it's casual nature. It is sad that the game changes at 60 into
a raid or die gagfest.
The next big game will have to introduce something that will appeal to the masses like WoW does.
I am hoping some of the MMOs in development will break the mold and be innovative.
If you've ever been into WOW "hardcore" you'd realise this.
Well, considering that the average age in WoW is about 12, and about half the population is decked out in purples, I'm gonna have to disagree with you.
Ultima Online is like the above. In that game (at least when I played years ago), you had 700 skill ponts to use as you will. To be a Grandmaster in a specific skill required 100 points. Thats why I had a few builds. I had a warrior that could feed my GM Tailor all the hides he needed. I had a tamer that would collect dragon scales for him too. My GM Smithy would keep my warrior decked out in strong armor.
I really enjoyed that type of play.
From what I've read from the SWG forums (always go there when I want a comedy fix), SWG started as mostly a sandbox pre-CU. I guess CU added levels to SWG which would mean it became more linear (and lost some loyal players). Then for some reason the devs added NGE that changed SWG completely to a linear MMO (and a fairly generic and poorly coded one at that) and totally killed off almost all the rest of its loyal players.
There is a place for linear MMO's but the market has become saturated with them. It seems to me from reading about some of the upcoming games that they are copying the WoW model because of Blizzard's success. I think that is a bad move. However there is a demand for more dynamic games where thought and planning become more important. Looking at all the previous SWG pre-CU and pre-NGE players who are looking for a game that left the market. I also think that if an MMO was made similar to the original AC that is modernized would draw interest. Same with the orignial UO. There is a void in the market that many of the bigger corps refuse to take the risk to tap it. I know a lot of experienced MMOer's are becoming tired of the same MMO with a different name packaged by the mainstream developers.
P.S. I still think a company willing to take a risk on a GTA type sandbox or sandbox/linear MMO could reap rewards.
Makes me wish i played UO when it was popular, but i did play SWG since launch, most fun ive ever had in a MMO. Loved that game so much, and miss the fun i had with my huge pvp guild (150+ members, who are now in WoW, gah, all they do is raid for there purples and almost never PvP).
Guess i'll have to wait and see if AoC will have a PvP system/city building system i like...Til then, no MMOs.