Also you are pretty confused about the world bosses in GW2. A lot of players in one place do not really mean cooperative playing. And the world bosses do need such. Once I soloed the Shatterer, it took few hours, by shooting it with one of the guns. It seems you do not get the point. GW2 is a singleplayer game not because of lack of multiplayer instances, but because they do not affect the rest of the game. That makes the group content pointless. You can remove it, and the game will be still payable. Bunch of other people do not mean a multiplayer game.
You sound like someone that is really bad at games and needs to be constantly carried all the time with your obsession with needing a group play and this talk of killing weaker characters. \
Not to mention you also seem vastly clueless on the subject matter, as The Shatter is a timed event, you do not have hours to do it.
My problem is quite the opposite. I find most of MMOs so easy that the PvE is not appealing to me. Also when I played GW2 the boss stayed alive till the players kill it. Maybe later they fixed this. But to have a multiplayer game, you need multiplayer consequences. For example the fractals are great - they have the mechanism of evolving risk like the old games as Tetris. And it is multiplayer - good design. Still the fractals are pointless, as they do not really affect the world of the GW2.
I even think I can explain why the devs make broken MMORPGs. First they started with classic solo RPGs. And keep repeating that design to cater new players from the solo games. As a billion people over the world play MMOs, this marketing concept is outdated now.
Then comes the risk. You know, you will beat a NPC soon or later. If a NPC is unbeatable that will be frustrating for the players. People cry even for solo games like Dark Souls, which is supposed to be hard. So the devs make the NPCs in MMOs easier. That is why many new games have worse AI than the old ones.
But what about the players? If you are simply a bad player, what you will do in PvP or any kind of competition? So, to avoid any frustration, as every customer is important, the devs make the games not only solo focused, but also remove the competition. There are not consequences from the PvP. So there are not losers. But that also means there are not winners. The multiplayer content have two parts - competition and cooperation. Naturally the competition leads to cooperation. But that is broken. So the devs keep only the second part - the cooperation. But as the NPCs are easy or dump, and there is not competition, the cooperation becomes pointless. Because naturally people cooperate when they need to solve something they cannot do solo. Also even the cooperative gameplay do not have consequences. My main problem with GW2 is that there is not competition in this game, except the dress up.
Let say I log now, my character will have worse gear, probably will be lower level, so I will lose any PvP in GW2. And what? Who cares? Will that affect my character or the other players in any way? No. The only meaningful thing is the personal story as it has consequences, but it is singleplayer by the design.
I been playing a bunch of single player moba lately. Since there is no consequence, I suppose moba is a single player now. Gotccha
ikcin said: But to have a multiplayer game, you need multiplayer consequences.
No.. You are wrong.
The Only thing required for a multi-player game, is that is has Multiple players. Absolutely Nothing else.
Your off the wall bat shit crazy requirements of what makes a multi-player game are purely the product of your own imagination. Now, go away in your wrongness and be wrong.
Your lack of arguments is kind of funny. You keep repeating one thing over and over again.
That is because I am correct, your lack of cognitive abilities to grasp that, does no change this.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
ikcin said: To call something multiplayer you actually need to play it with other people, so competition and cooperation.
The World Bosses, Dungeons, Fractals, and Meta Events of GW2, are Cooperative Multi-player content, because you play it with other people and you all work towards the same goal.
Do you realize how stupid you look at this point?
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Also you are pretty confused about the world bosses in GW2. A lot of players in one place do not really mean cooperative playing. And the world bosses do need such. Once I soloed the Shatterer, it took few hours, by shooting it with one of the guns. It seems you do not get the point. GW2 is a singleplayer game not because of lack of multiplayer instances, but because they do not affect the rest of the game. That makes the group content pointless. You can remove it, and the game will be still payable. Bunch of other people do not mean a multiplayer game.
You sound like someone that is really bad at games and needs to be constantly carried all the time with your obsession with needing a group play and this talk of killing weaker characters. \
Not to mention you also seem vastly clueless on the subject matter, as The Shatter is a timed event, you do not have hours to do it.
My problem is quite the opposite. I find most of MMOs so easy that the PvE is not appealing to me. Also when I played GW2 the boss stayed alive till the players kill it. Maybe later they fixed this. But to have a multiplayer game, you need multiplayer consequences. For example the fractals are great - they have the mechanism of evolving risk like the old games as Tetris. And it is multiplayer - good design. Still the fractals are pointless, as they do not really affect the world of the GW2.
I even think I can explain why the devs make broken MMORPGs. First they started with classic solo RPGs. And keep repeating that design to cater new players from the solo games. As a billion people over the world play MMOs, this marketing concept is outdated now.
Then comes the risk. You know, you will beat a NPC soon or later. If a NPC is unbeatable that will be frustrating for the players. People cry even for solo games like Dark Souls, which is supposed to be hard. So the devs make the NPCs in MMOs easier. That is why many new games have worse AI than the old ones.
But what about the players? If you are simply a bad player, what you will do in PvP or any kind of competition? So, to avoid any frustration, as every customer is important, the devs make the games not only solo focused, but also remove the competition. There are not consequences from the PvP. So there are not losers. But that also means there are not winners. The multiplayer content have two parts - competition and cooperation. Naturally the competition leads to cooperation. But that is broken. So the devs keep only the second part - the cooperation. But as the NPCs are easy or dump, and there is not competition, the cooperation becomes pointless. Because naturally people cooperate when they need to solve something they cannot do solo. Also even the cooperative gameplay do not have consequences. My main problem with GW2 is that there is not competition in this game, except the dress up.
Let say I log now, my character will have worse gear, probably will be lower level, so I will lose any PvP in GW2. And what? Who cares? Will that affect my character or the other players in any way? No. The only meaningful thing is the personal story as it has consequences, but it is singleplayer by the design.
I been playing a bunch of single player moba lately. Since there is no consequence, I suppose moba is a single player now. Gotccha
I know right.. there seems to be a awful lot of people I end up playing with in all these single player games.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
I been playing a bunch of single player moba lately. Since there is no consequence, I suppose moba is a single player now. Gotccha
I know right.. there seems to be a awful lot of people I end up playing with in all these single player games.
That is a good point actually. But mobas are multiplayer instances. There is not a main game or a world. So what these consequences will affect? Also most mobas have some consequences - at least you lose gold if you die.
LOL, do you even play an MOBA?
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
There's something fundamentally incoherent about story driven questing in MMOs.
IE: A quest asks you to complete a task, say kill a baddie, you do said task, the baddie dies, that particular story should end there. But no, in an MMO the baddie is magically reborn every time a new player accepts the quest, over and over and over again, for ever.
Most players accept the suspension of disbelief because they understand it's the only way to get story questing to work but if you stop and think about it, it's totally absurd and immersion breaking.
This I think is why so many people feel that character specific story (as opposed to overarching story) has no place in MMOs and should instead stay in single player RPGs. I tend to agree.
There has always been a conflict between personnel story and the wider story (lore if you will) in MMOs. I remember AoC was a very personal quest, you were all meant to be the same guy in an overarching quest line. That kind of story can be a real issue and is perhaps best left to solo games.
On the other end of the scale we have the "you just happen to bump into" stories, I would say GW2 is a good example of this. For me GW2 did too many such quests, there was not enough of a thread making me want to move on.
It is a fine balance, but the best MMOs walk that line.
That kind of story can be a real issue and is perhaps best left to solo games.
Just play MMOs like solo games. Problem solved.
And before you says "... but ... but .. MMO is not about that...". Well MMO is not about anything and devs can cater to whoever they want. And i bet I am not the only one who play MMO as solo games.
And their actions in the games do not change anything for anybody. They have only guaranteed, but pointless success in their solo character development.
But they have fun.
Games won't give you real world success anyway (aside from e-sports pro). Any char development is just calibrated, artificially by developers, curves of increasing numbers to give illusion of achievement.
And their actions in the games do not change anything for anybody. They have only guaranteed, but pointless success in their solo character development.
But they have fun.
Games won't give you real world success anyway (aside from e-sports pro). Any char development is just calibrated, artificially by developers, curves of increasing numbers to give illusion of achievement.
Real world success? Let define the fun. Because I have the feeling many people play MMOs because they actually have nothing else to do. And that gives the freedom to the devs, to make pretty lame games. What did you achieve in your journey in the solo MMOs? And who cares? I doubt even you care. There is not illusion for achievements in MMOs. There is such in games like Dark Souls.
Game development in general is pretty focused on the idea of achievements. Whether in the form of a simple xp bar or the kind that flash on screen for every collection of random occurrences, they pretty much dominate the field. The reason is simple, it's a cheap and easy way to show the player that they're progressing which makes it exciting. The goal is to simulate meaningful progress, not actually provide it in the player's life. The reason MMOs are so popular is because that progress can actually have real life meaning if the player makes friends with other real players.
There's something fundamentally incoherent about story driven questing in MMOs.
IE: A quest asks you to complete a task, say kill a baddie, you do said task, the baddie dies, that particular story should end there. But no, in an MMO the baddie is magically reborn every time a new player accepts the quest, over and over and over again, for ever.
Most players accept the suspension of disbelief because they understand it's the only way to get story questing to work but if you stop and think about it, it's totally absurd and immersion breaking.
This I think is why so many people feel that character specific story (as opposed to overarching story) has no place in MMOs and should instead stay in single player RPGs. I tend to agree.
By this logic... MMO's should not have Instance Content, and all rare spawns should only happen once
Like.. only the very first team to kill the Lich King, get the reward.. then he's dead.. no one else gets to kill him.
yah.. that sounds like an MMO that would be dead in a month.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
As for the achievements, the story is the same. Nodody has the illusion. Do you really believe that by killing 100 or 1000 mobs you achieved something? Nobody do. So the simulation of meaningful progress is a total failure. There are still achievements even in the MSOs, like the dude who first got all the achievements in WoW. But that is not a valid reason for the crowd.
Clearly the illusion works to some extent. Just look at how some here believe you can have "meaningful achievements" in video games.
It certainly does not work for everyone though. Personally i do not believe in "video game achievements". If i want an achievement, i spend time on a work project, or make my wife happy.
I always find the best story/lore from mmo IPs outside of the games in novels etc. The stories/lore setup in game always seems like crappy fan fiction to me. Ive been playing mmos for quite some time. And the ones the are heralded for their excellent stories....well I just dont see it. Guess its a me thing.
There's something fundamentally incoherent about story driven questing in MMOs.
IE: A quest asks you to complete a task, say kill a baddie, you do said task, the baddie dies, that particular story should end there. But no, in an MMO the baddie is magically reborn every time a new player accepts the quest, over and over and over again, for ever.
Most players accept the suspension of disbelief because they understand it's the only way to get story questing to work but if you stop and think about it, it's totally absurd and immersion breaking.
This I think is why so many people feel that character specific story (as opposed to overarching story) has no place in MMOs and should instead stay in single player RPGs. I tend to agree.
By this logic... MMO's should not have Instance Content, and all rare spawns should only happen once
Like.. only the very first team to kill the Lich King, get the reward.. then he's dead.. no one else gets to kill him.
yah.. that sounds like an MMO that would be dead in a month.
The open world games have not instant content. And players compete for the bosses and the rare items. Not the first team - the team that defeats the others in the open world PvP. This is how the PvP affects effectively the PvE and becomes meaningful. That is actually a very good design for a MMO sandbox game. And players play Lineage from 20 years. It is still alive.
In fact Lineage even outperforms significantly GW2 as financial results last year.
But the since the bosses respawn by your metric, makes killing them pointless.
I mean we get it, you're a very bad gamer, and the only way you can have fun is at the expense of other players.
We get it.. really.
But that has nothing to do with story or this topic.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
There's something fundamentally incoherent about story driven questing in MMOs.
IE: A quest asks you to complete a task, say kill a baddie, you do said task, the baddie dies, that particular story should end there. But no, in an MMO the baddie is magically reborn every time a new player accepts the quest, over and over and over again, for ever.
Most players accept the suspension of disbelief because they understand it's the only way to get story questing to work but if you stop and think about it, it's totally absurd and immersion breaking.
This I think is why so many people feel that character specific story (as opposed to overarching story) has no place in MMOs and should instead stay in single player RPGs. I tend to agree.
By this logic... MMO's should not have Instance Content, and all rare spawns should only happen once
Like.. only the very first team to kill the Lich King, get the reward.. then he's dead.. no one else gets to kill him.
yah.. that sounds like an MMO that would be dead in a month.
The open world games have not instant content. And players compete for the bosses and the rare items. Not the first team - the team that defeats the others in the open world PvP. This is how the PvP affects effectively the PvE and becomes meaningful. That is actually a very good design for a MMO sandbox game. And players play Lineage from 20 years. It is still alive.
In fact Lineage even outperforms significantly GW2 as financial results last year.
So you play lineage? Is there even an english server?
The open world games have not instant content. And players compete for the bosses and the rare items. Not the first team - the team that defeats the others in the open world PvP. This is how the PvP affects effectively the PvE and becomes meaningful. That is actually a very good design for a MMO sandbox game. And players play Lineage from 20 years. It is still alive.
In fact Lineage even outperforms significantly GW2 as financial results last year.
So you play lineage? Is there even an english server?
US is not, and never been the whole world. In fact right now it is not even the biggest MMO market. But there are L1 private servers even in the US.
So hypothetically you think lineage is popular in asia because it is sandboxy?
So hypothetically you think lineage is popular in asia because it is sandboxy?
Both, low system requirements and sandbox gameplay. The same reasons L2 is popular in Russia.
You can google it if you know korean or chinese. Most people just say they play it because everyone play it. Lineage is released at a time where internet start to take off, and you get all these internet cafe, and apparently lineage is really the first MMO for these asian players. They see people play it in the internet cafe so they play it too. And apparently you can make real money playing it.
And most of the western made mmorpg is never even localized in asia. The few that did try localization failed miserably. Only wow become popular in asia because of how popular starcraft and diablo is.
Well Lineage fals in line with what Asian gamer's seem to cater to and that is pvp.They are not there for the RPG aspect of a GAME but instead just to form real life clans to pvp. They took pvp to an all new level with some very serious unlawful stuff going on in that game.
How much was true is rumor unless we see it with our own eyes but since some did hit the real live news it was surely accurate.Stuff like threatening people within the game to release addresses of players,then they would go to those houses and beat them up or threaten them etc etc.
Just look at the recent "swatting" incident,i have personally seen NOTHING good come from pvp communities.You know who benefits from pvp,the developer.
Never forget 3 mile Island and never trust a government official or company spokesman.
I feel very strongly in saying that if removed esport and pvp,most of these games would disappear right off the map.Then of course Story and the quality of a game's content would be far more relevant as players would be there for the game and not superficial reasons.
Even back MANY years ago when MMORPG's became mainstream with the EQ/FFXI/Ultima etc,there was a rather huge market in RMT from selling items to currency to accounts and even selling guilds.So again we have a large amount of terrible people in these games,they are not there to game but always for selfish reasons be it ranking or making $$$.
Never forget 3 mile Island and never trust a government official or company spokesman.
So hypothetically you think lineage is popular in asia because it is sandboxy?
Both, low system requirements and sandbox gameplay. The same reasons L2 is popular in Russia.
You can google it if you know korean or chinese. Most people just say they play it because everyone play it. Lineage is released at a time where internet start to take off, and you get all these internet cafe, and apparently lineage is really the first MMO for these asian players. They see people play it in the internet cafe so they play it too. And apparently you can make real money playing it.
And most of the western made mmorpg is never even localized in asia. The few that did try localization failed miserably. Only wow become popular in asia because of how popular starcraft and diablo is.
Yeah, and people play WoW because it is the best game in the world GW2, WoW, LoL and etc. all have localization in Asia. BDO, AA, B&S and etc. are Asian games. Also there are much more popular MMOs than WoW and Lineage in Asia.
Well Lineage fals in line with what Asian gamer's seem to cater to and that is pvp.They are not there for the RPG aspect of a GAME but instead just to form real life clans to pvp. They took pvp to an all new level with some very serious unlawful stuff going on in that game.
How much was true is rumor unless we see it with our own eyes but since some did hit the real live news it was surely accurate.Stuff like threatening people within the game to release addresses of players,then they would go to those houses and beat them up or threaten them etc etc.
Just look at the recent "swatting" incident,i have personally seen NOTHING good come from pvp communities.You know who benefits from pvp,the developer.
In the sandbox MMOs the PvP is an essential part of the players made personal stories and the RPG. You think in the terms of the solo games if you say that the PvP is not related to the RPG. The clan policies, alliances, battles, betrayals and etc. are form of RPG much more immersive than any dev written story could provide. If you go as a solo player in such a game, you are lost, exactly because you are not role playing. To RP you have to join the community, a clan, and to play with them. To hate passionately your enemies, to trust and help to your allies, to fight bravely for your clan mates. If this is not RP, I do not know what is RP.
As for the information for threats in the real life - please quote, because it looks like fake news. And to claim PvP gamers kill kids in schools is absurd. That happened in the US. Maybe the only country where it happens. And in US the most popular were the PVE servers of the WoW. Maybe the kids are shooting kids because there are real weapons everywhere in the US. In my country I cannot go in the Walmart
to buy a gun. And there is not another country where the kids have a legal right to own guns - Wisconsin.
There's something fundamentally incoherent about story driven questing in MMOs.
IE: A quest asks you to complete a task, say kill a baddie, you do said task, the baddie dies, that particular story should end there. But no, in an MMO the baddie is magically reborn every time a new player accepts the quest, over and over and over again, for ever.
Most players accept the suspension of disbelief because they understand it's the only way to get story questing to work but if you stop and think about it, it's totally absurd and immersion breaking.
This I think is why so many people feel that character specific story (as opposed to overarching story) has no place in MMOs and should instead stay in single player RPGs. I tend to agree.
By this logic... MMO's should not have Instance Content, and all rare spawns should only happen once
Like.. only the very first team to kill the Lich King, get the reward.. then he's dead.. no one else gets to kill him.
yah.. that sounds like an MMO that would be dead in a month.
No, that sounds like an MMO that i would love to play.
Sure there would be instanced content, but instead of having a quest to kill "Chief Ogromork" you had a quest to kill the leader of the ogre tribe, which would not be the same creature than what previous group just downed. There should also be a mechanism that prevents instance spamming. Once the ogres are slain it should take a little while until they regroup and becomes a threat again.
Rare spawns could work similar way - instead of being named mobs they could be just tougher versions of their kin and look significantly different. Besides, how am i supposed to know the name of the silvery wolf if i see him for the first time.
Regarding the Lich King, the game has to be designed so that it takes more than 2 weeks to down the final raid boss. There has to be lots and lots of stuff to do until you could even enter his citadel. Lets say it takes like 5 months of gameplay until the first guild could even see him, and few more months until someone finally kills him. Now this event would have impact to the whole world. There could be an universal and permanent buff/debuff until the end of expansion, some quests could disappear and be replaced with new ones to illustrate the new world order. There's endless possibilities.
Unfortunately we have already so used to this genre and we already know how everything 'is supposed to work' it's next to impossible to even try to develop it further.
There's something fundamentally incoherent about story driven questing in MMOs.
IE: A quest asks you to complete a task, say kill a baddie, you do said task, the baddie dies, that particular story should end there. But no, in an MMO the baddie is magically reborn every time a new player accepts the quest, over and over and over again, for ever.
Most players accept the suspension of disbelief because they understand it's the only way to get story questing to work but if you stop and think about it, it's totally absurd and immersion breaking.
This I think is why so many people feel that character specific story (as opposed to overarching story) has no place in MMOs and should instead stay in single player RPGs. I tend to agree.
By this logic... MMO's should not have Instance Content, and all rare spawns should only happen once
Like.. only the very first team to kill the Lich King, get the reward.. then he's dead.. no one else gets to kill him.
yah.. that sounds like an MMO that would be dead in a month.
No, that sounds like an MMO that i would love to play.
Sure there would be instanced content, but instead of having a quest to kill "Chief Ogromork" you had a quest to kill the leader of the ogre tribe, which would not be the same creature than what previous group just downed. There should also be a mechanism that prevents instance spamming. Once the ogres are slain it should take a little while until they regroup and becomes a threat again.
Rare spawns could work similar way - instead of being named mobs they could be just tougher versions of their kin and look significantly different. Besides, how am i supposed to know the name of the silvery wolf if i see him for the first time.
Regarding the Lich King, the game has to be designed so that it takes more than 2 weeks to down the final raid boss. There has to be lots and lots of stuff to do until you could even enter his citadel. Lets say it takes like 5 months of gameplay until the first guild could even see him, and few more months until someone finally kills him. Now this event would have impact to the whole world. There could be an universal and permanent buff/debuff until the end of expansion, some quests could disappear and be replaced with new ones to illustrate the new world order. There's endless possibilities.
Unfortunately we have already so used to this genre and we already know how everything 'is supposed to work' it's next to impossible to even try to develop it further.
You know.. EQ had a mob.. called the Sleeper. They never intended for this dragon to be slain, but guilds formed up and went to kill it. But because of the way they programmed it, there was no respawn timer for it, making it a one time spawn on each server, which meant, if it was killed, it gone forevermore. Every Server but one, killed it within the week after the first one was killed.
Hummm has anyone wondered why this idea was never expanded upon?
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
So in your mind any game without consequence for pvp like gear dropping is a single player game? I suppose you don't like star war galaxy or daoc too?Y
Yes, indeed. Let see the classic solo RPG. Why do you play? There are two reasons, except losing of time - the story and the progress. Both mean some kind of consequences for your character in the game. The penalties are also important, because they give value to the prizes.
When we are talking about multiplayer game, all that should be multiplayer - the consequences, the penalties and the prizes. Not necessary loot. But the loot is a good example for such mechanism. It is a penalty for the loss, a prize for the win, and definitely gives consequences for the involved players. Will you play a solo RPG where your wins and losses means nothing and leads to nothing? Why do you play multiplayer games with such a design? If there are not consequences the gameplay is pointless.
To play with other players, socialize, and have fun . Apparently you play games to be an Ass to other people.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
To play with other players, socialize, and have fun . Apparently you play games to be an Ass to other people.
You are the one who throw insults here, not me. Also we are talking about games, not social networks. And yes, to call it multiplayer you actually have to play with the other players.
By your standard only games like UO, lineage, darkfall, albion are mmorpg. Anything else without consequence of death is single player game.
Comments
Do you realize how stupid you look at this point?
IE: A quest asks you to complete a task, say kill a baddie, you do said task, the baddie dies, that particular story should end there. But no, in an MMO the baddie is magically reborn every time a new player accepts the quest, over and over and over again, for ever.
Most players accept the suspension of disbelief because they understand it's the only way to get story questing to work but if you stop and think about it, it's totally absurd and immersion breaking.
This I think is why so many people feel that character specific story (as opposed to overarching story) has no place in MMOs and should instead stay in single player RPGs.
I tend to agree.
On the other end of the scale we have the "you just happen to bump into" stories, I would say GW2 is a good example of this. For me GW2 did too many such quests, there was not enough of a thread making me want to move on.
It is a fine balance, but the best MMOs walk that line.
And before you says "... but ... but .. MMO is not about that...". Well MMO is not about anything and devs can cater to whoever they want. And i bet I am not the only one who play MMO as solo games.
Games won't give you real world success anyway (aside from e-sports pro). Any char development is just calibrated, artificially by developers, curves of increasing numbers to give illusion of achievement.
Like.. only the very first team to kill the Lich King, get the reward.. then he's dead.. no one else gets to kill him.
yah.. that sounds like an MMO that would be dead in a month.
It certainly does not work for everyone though. Personally i do not believe in "video game achievements". If i want an achievement, i spend time on a work project, or make my wife happy.
I mean we get it, you're a very bad gamer, and the only way you can have fun is at the expense of other players.
We get it.. really.
But that has nothing to do with story or this topic.
And most of the western made mmorpg is never even localized in asia. The few that did try localization failed miserably. Only wow become popular in asia because of how popular starcraft and diablo is.
They took pvp to an all new level with some very serious unlawful stuff going on in that game.
How much was true is rumor unless we see it with our own eyes but since some did hit the real live news it was surely accurate.Stuff like threatening people within the game to release addresses of players,then they would go to those houses and beat them up or threaten them etc etc.
Just look at the recent "swatting" incident,i have personally seen NOTHING good come from pvp communities.You know who benefits from pvp,the developer.
Never forget 3 mile Island and never trust a government official or company spokesman.
Even back MANY years ago when MMORPG's became mainstream with the EQ/FFXI/Ultima etc,there was a rather huge market in RMT from selling items to currency to accounts and even selling guilds.So again we have a large amount of terrible people in these games,they are not there to game but always for selfish reasons be it ranking or making $$$.
Never forget 3 mile Island and never trust a government official or company spokesman.
Sure there would be instanced content, but instead of having a quest to kill "Chief Ogromork" you had a quest to kill the leader of the ogre tribe, which would not be the same creature than what previous group just downed. There should also be a mechanism that prevents instance spamming. Once the ogres are slain it should take a little while until they regroup and becomes a threat again.
Rare spawns could work similar way - instead of being named mobs they could be just tougher versions of their kin and look significantly different. Besides, how am i supposed to know the name of the silvery wolf if i see him for the first time.
Regarding the Lich King, the game has to be designed so that it takes more than 2 weeks to down the final raid boss. There has to be lots and lots of stuff to do until you could even enter his citadel. Lets say it takes like 5 months of gameplay until the first guild could even see him, and few more months until someone finally kills him. Now this event would have impact to the whole world. There could be an universal and permanent buff/debuff until the end of expansion, some quests could disappear and be replaced with new ones to illustrate the new world order. There's endless possibilities.
Unfortunately we have already so used to this genre and we already know how everything 'is supposed to work' it's next to impossible to even try to develop it further.
Hummm has anyone wondered why this idea was never expanded upon?