I wonder how often we'll hear that if more of these "slower paced combat, and force group play" games ever release.
Well, as we are all getting older now... ?
All that getting older means to me is that my capability for quick-paced and exciting gameplay is now confined to the mouse. KB and controller.
Everything else I do is slow and deliberate. Why would I want more of that when I escape into games?
Maybe when I'm 90 but I can hold my own in fast passed action at 73. Just ask @Kyleran if I could handle playing New World. He'll tell ya.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
And mind you I "ENJOY" slower paced combat, and force group play. But this took it to a comically bad degree.
I wonder how often we'll hear that if more of these "slower paced combat, and force group play" games ever release.
Just curious after reading the reaction to Pantheon's latest resource-gathering video..
"Not the slow force group game I wanted!" may even become a meme.
I think people will say they enjoy slower combat and forced group play right up until they have to wait for someone to sit down for over a minute to get mana back after every pull and can't find a group in 15 minutes.
I'll tell you what I play on a TLP EQ server and when the fast regen expansion came out I was all for it.
"You CAN'T buy ships for RL money." - MaxBacon
"classification of games into MMOs is not by rational reasoning" - nariusseldon
The thing with subscription games is that they need to merit being paid a subscription in the first place. Especially so for incomplete games. This game had delusions of adequacy.
The game has subscribers so some feel it merited. All MMORPGs not yet in maintenance mode are incomplete so that isn't even a point against them. Enough feel it adequate that the game is still plugging away.
I still play game people declared dead over a decade ago by the pessimistic that remain available commercially. Many gamers are far too eager to toll that bell.
Zombie mode is not a winning hand to play.
Routinely claiming the death of a game year after year only for the game to still be commercially viable over a decade later is more the losing hand.
And mind you I "ENJOY" slower paced combat, and force group play. But this took it to a comically bad degree.
I wonder how often we'll hear that if more of these "slower paced combat, and force group play" games ever release.
Just curious after reading the reaction to Pantheon's latest resource-gathering video..
"Not the slow force group game I wanted!" may even become a meme.
I think people will say they enjoy slower combat and forced group play right up until they have to wait for someone to sit down for over a minute to get mana back after every pull and can't find a group in 15 minutes.
I'll tell you what I play on a TLP EQ server and when the fast regen expansion came out I was all for it.
People have limited time, they dont want to be wasting it doing nothing. So avoiding down time via QoL is important to general audiences.
When I hear people say they want slow combat, I interpret that to mean they dont want super twitchy combat where you have 100 things going on the screen at 1 time.
I personally like sorta slower paced games like old MMO's including WoW. I dont like when there is 100 mobs I am just 1 shotting, or games where I dodge roll non-stop. I do play some of the twitchy games but sometimes I need to just chill a little and have tactics matter, using well timed CC/healing/casts/blocks etc... on just 1-4 enemies at a time.
No matter what kind of game it is, absolutely dont waste my time doing nothing. That is insulting.
I interpret 'slower combat' as 'each action is meaningful', rather than a bunch of abilities on very short cooldowns that each are quite low impact individually.
You can see this in early WoW(inspired by EQ) vs late WoW, in late WoW most abilities with long cooldowns that were very important were moved to short cooldowns and made not very important.
How meaningful an action is, is not directly bound to pace.
Certainly in any kind of game you want your actions to have consequence. How they go about that can very widely, and if they even get the memo when designing actions weighs into it. There's plenty of games where it feel like you're just swiping one another or mobs with a wet noodle until somebody gives up.
It's not just the actions either. If you're waiting between those actions for a long recharge, and all you have is auto attack, that drains things as well.
There's plenty of games where it feel like you're just swiping one another or mobs with a wet noodle until somebody gives up.
It's not only the cheapest and oldest way to simulate "difficulty" but it's also infinitely less immersive and realistic than erring on the side of powerful hits you deal and have to avoid.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
See this just shows what I been saying for years here in the MMO community.
"Most MMO developers dont know or understand the "Why" when it comes why things are successful or not, in the development of MMOs"
Many people are very conservative when it comes to MMO development and get heavily attached to many of the "GRANDFATHERED" game designs that older MMOs used, when the market was small, and there wasnt much in terms of options and new expressions of ideas like we see in later generation of MMOs.
Many of these old school grandfathered gameplay elements arent fun at all. People just do it out of conservative tradition.
Boring slow Mob Level Grinders is a good example of this, which Ember Adrift is, pretty much.
Comments
Everything else I do is slow and deliberate. Why would I want more of that when I escape into games?
Maybe when I'm 90 but I can hold my own in fast passed action at 73. Just ask @Kyleran if I could handle playing New World. He'll tell ya.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I'll tell you what I play on a TLP EQ server and when the fast regen expansion came out I was all for it.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/Routinely claiming the death of a game year after year only for the game to still be commercially viable over a decade later is more the losing hand.
When I hear people say they want slow combat, I interpret that to mean they dont want super twitchy combat where you have 100 things going on the screen at 1 time.
I personally like sorta slower paced games like old MMO's including WoW. I dont like when there is 100 mobs I am just 1 shotting, or games where I dodge roll non-stop. I do play some of the twitchy games but sometimes I need to just chill a little and have tactics matter, using well timed CC/healing/casts/blocks etc... on just 1-4 enemies at a time.
No matter what kind of game it is, absolutely dont waste my time doing nothing. That is insulting.
Certainly in any kind of game you want your actions to have consequence. How they go about that can very widely, and if they even get the memo when designing actions weighs into it. There's plenty of games where it feel like you're just swiping one another or mobs with a wet noodle until somebody gives up.
It's not just the actions either. If you're waiting between those actions for a long recharge, and all you have is auto attack, that drains things as well.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
"Most MMO developers dont know or understand the "Why" when it comes why things are successful or not, in the development of MMOs"
Many people are very conservative when it comes to MMO development and get heavily attached to many of the "GRANDFATHERED" game designs that older MMOs used, when the market was small, and there wasnt much in terms of options and new expressions of ideas like we see in later generation of MMOs.
Many of these old school grandfathered gameplay elements arent fun at all. People just do it out of conservative tradition.
Boring slow Mob Level Grinders is a good example of this, which Ember Adrift is, pretty much.
Philosophy of MMO Game Design