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So there I was.....Reading a lot of threads contemplating the many topics and discussions about various issues, and began wondering what was the one thing that would make me interested in a game immediately (not necessarily for the long term, but as an eye catcher) and what was the one thing that turned me immediately off. Both the negative and positive trait doesn't always hold true, becasue I've played games where my eye catcher didn't live up to the hype, and there are games where the instant negative aspect I learned to deal with because the game was actually good. I'd be curious to see what the community thinks.
Instant interest: Full Loot/PVP
Instant yuck reaction: Very Linear world model (IE you complete 1 zone, then move to the next zone, ad nosium) I like a little left and right boundries and not just a straight progresstion. Thats what turned me off of Rift Pretty quickly. I didn't get very high because of this.
I self identify as a monkey.
Comments
Good: if a game is diverse, or is true sandbox.
Bad: if the game is 100% PvP, or PvE.
Newb= Newly Enrolled Wannabe Badass.
I want to go where I want to go, kill what I want to kill and then get some benefit from it. Not having some futile npc telling me I have to kill x ammount of whatever, oh and I have to do it in x area. It's this style of play (97% of games these days) that makes me scream and pull out clumps of hair (not literally,lol)
The past 2 days i've found myself falling asleep in the middle of killing yet another random bunch of mobs, I won't mention what games they were :P
This is why I like sandbox, and need to become the devoloper at some decent MMO studio to do something about the lack of sandboxes.
Newb= Newly Enrolled Wannabe Badass.
Make: good story/promote community interactin
Break: Promotes solo play too much
Help me Bioware, you're my only hope.
Is ToR going to be good? Dude it's Bioware making a freaking star wars game, all signs point to awesome. -G4tv MMo report.
Good: Faction vs Faction PvP
Bad: 100% PvP or PvE focused
Bad: FFA PvP
Bad: Full Loot
Bad: Aim Combat
Bad: Click to move/ Combat follow
Philosophy of MMO Game Design
I've wished this for myself many times. I have an absolute stack of ideas on what would work and be good in a game,that's as far as it goes though. As for the coding side and utilising these ideas into developement stage that's where I fall short, I don't have a clue when it comes to coding etc
But if you ever manage to get that dream job landed, I'll keep my eyes open for your big title
Good PvP balance is a huge part of good PvP experience but not necessarily "a game maker". On the other hand, bad balance is a sure game breaker - for PvP and PvE.
Age old tank 'n' spank aggro mechanics is a game breaker for me personally. I'm really sick and tired of it. I can't get excited even if some dev claims to flesh it out or make it more interesting. At its core, it is uninteresting to me. I don't like it. No thank you. Yuck.
In general, everything new is interesting and everything old and tried is uninteresting. The word "E-sport" also gets my full attention because it implies the style of PvP I enjoy.
At the same time, to my ear, the word "sandbox" has become synonymous to dull, unfinished games made with poor quality. I can't get excited with sandboxes. The more the fans rave, the more uninteresting the game is to me. Too often the fanbois only see what "could be" or what "should be" rather than "what is" - which matters.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
Hm. Instant interest:
Huge world
beautiful scenery
promotes community
interesting gameplay
attempts to break the mold
Instant Turn-off:
100% PvE/PvP focus (I like options )
Emphasis on gear grind/ raiding
"Endgame is only game" mentality
Linear worlds
Standard quests (they're so boring and uninspired! DX)
Full loot PvP
Holy Trinity (frankly, I haven't found a combat system in any game or genre that comes across as boring or anti-social as this)
Trinity = Anti Group???? explain
Philosophy of MMO Game Design
Very well. I can see this being a weird concept XD
I suppose I don't truly mean anti-group. I'll edit that, but will still explain what I mean.
In every trinity game I have ever played, that playstyle has not encouraged the group mindset at all. Yes, the jobs of a tank and healer have them 'aiding' allies. But I've never seen a combat system that enrages and annoys so many people. If something goes wrong, there is no "I'm sorry, we oughtta try that again. Things didn't go well." No. Blame is immediately thrown around needlessly, and this is exascerbated by the tight enforcement on these roles being more important.
Also, the HT makes people not even want to try to group. Most people don't want to wait around for people, or have to rely on other people. This makes the HT quite an anti-social philosophy.
There is a great difference between being forced to wait and rely on someone than being willing to work as a team to work around problems. That's all I mean
Instant turn off: Full Loot PVP.
Currently Watching: TSW. << Very Eager for a Beta invite. Have experience with Beta Testing.
Not personally a big fan of raiding or current pve endgame mmo philosophy. Nothing wrong with it, I just sort of burnt out on it.
Hardcore raider in wow from Launch to.. about 7 months ago.
Currently Playing: Champions Online.
Problem is that a pure sandbox is a joke of a game and a theme park gets old... you need to merge things or come up with something new.
I've read what a lot of you want when you say "sand box" and it makes me want to shake you like a british nanny. Full loot pvp was only fun if you were being a dick. Who wants to be cheesed and then lose all their gear?
I also hate every implementation of a skill point system ever invented so far in this genre... it just leads to even less diversity than if you had classes.