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Jan 18th 2012 6:18PM @edgecrusherO0 : a lot of people were concerned that developers who had never built an MMO before were taking on such a large, high-budget project.
Just think how concerned we would have been if we'd know that, apparently, they'd never even PLAYED an MMO before. I can't think of any other explanation for not learning from so many well-known mistakes.
Jan 18th 2012 1:26AM @RoninBlade - I'm not sure that we actually disagree with each other!
Saying traditional three-panel or four-panel strips are still worth doing, or that the linear one-word-after-another book is still worth doing, is like saying that themepark MMOs are still worth doing - which is very much what I AM saying!
The point I'm trying to make is very much that it's OK for a game to be a conventional themepark MMO. It's OK for it to guide players around with quests, it's OK for it to be solo-friendly, it's OK for it to be more game-y than world-y.
You don't need to harken back to the sandboxes of old and have full-loot open PvP. You don't need to give players complete freedom to do whatever they want. Just, if you're going to make a fun-times casual themepark MMO, please, don't feel you have to copy so many of the fine details from WoW, EQ2, LOTRO, Rift, SW:TOR, etc.. That would be like doing a three-panel strip with characters that look and act almost identical to those in a previously successful web comic!
Jan 17th 2012 9:03PM As I understand it, this is yet another Asian port which is not going to be available in Oceania. Any news to the contrary? Or is it still "En Masse if you're North American, Frogster if you're European, GTFO if you're Australian" ?
Jan 17th 2012 8:55PM But the thing is, MMO development is NOT just a choice between some arcane niche sandbox that the grizzled UO vets will love (and the other 99% of the market will hate); or "Lord of the EverRift Wars: The Old Warcraft (Online)."
You can make a fun, game-first world-second themepark MMO without classes, levels and talent trees.
Without tab-targetting and button-bars full of skills to use on cooldown.
Without tanks, healers and dps.
Without characters getting enormously better at what they do, whilst never broadening their skills to do other things.
Without health bars, mana bars and healing and mana pots.
Without two factions that can't play cooperatively, but can fight in the open world (occasionally) or in instanced battlegrounds (frequently).
Without choosing two crafting professions from a list of ten or so.
Without every piece of content being strictly designed for 1 person, n people, or 5*n people.
It's NOT a matter of "that's what MMOs are". Or even "that's what themepark MMOs are". It's just a colossal deficit of imagination, and even people that LOVE themeparks and AREN'T looking for an intricate virtual world simulation to live in are SICK of it.
Jan 16th 2012 11:45PM @Maseno : is there any guide or tutorial for Dawn of Fantasy? I got one of the free keys too, fired up a single-player skirmish thinking that was the way to learn the game, and was given thousands of soldiers with absolutely no idea how to play. Did I pick the wrong option?
Jan 16th 2012 10:10PM @Tanek : Indeed! I read a post from one blogger about grinding out HoM points, in which he mentioned in passing that he hadn't even finished playing the three campaigns! I was a bit boggled by the distance the cart was in front of the horse to be grinding out points without even having played the game through!
(only 19/50 HoM, but I got my Eternal Legendary Guardian done!)
Jan 16th 2012 8:49PM "..also known as Vindictus to NA and EU players.."
And also known as "that game that nobody is licensed to sell to me" to Oceanic players.
Jan 15th 2012 11:29PM @Borick : what did you like about Karazhan that you didn't like about all the raids in WotLK and Cataclysm (since they all had 10-man versions)? Serious question. My not-in-the-same-timezone-as-the-server guild took to 10-man raiding like ducks to water in Karazhan - but we went on to do all the WotLK raids and then Cataclysm's 4.0 raids 10-man as well, and enjoyed them equally much.
Of course, then pretty much everyone quit after killing Nef in 4.0 because we were all burned out, but anyway.
Jan 15th 2012 11:18PM @Bhima : Network effects! Maybe only 10% of players play on Mac, but that means in every decent-sized circle of friends, _someone_ will be a Mac user. And if that circle of friends wants to game together, they'll want a game with a Mac version.
Of course, this is all a lot less relevant now than it was in 2004, now that Macs are all Intel-based and most Mac-owning gamers are happy to just run games under Windows on their Mac.
Jan 15th 2012 11:10PM @h4ngedm4n : if Games Workshop had stuck to tried and true Warhammer design, without much innovation, everyone would be happy. Problem is, this WH40K design spurned tried and true Warhammer design, and instead followed tried and true WoW / EQ2 / Allods / Rift / SW:TOR / Alganon / million-other-clones design.