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One of Pantheon’s main differentiators is the way we are handling Quests and Story-related content. The consistent trend in current MMORPGs is one of linear, quest-driven leveling mechanics that funnel players from quest hub to quest hub throughout their leveling experience. This is consistent with the “Theme Park” approach of modern MMOs where little emphasis is put on free exploration or risk vs. reward. Instead, players are led by the hand and told where to go, what to do and how to do it.
Comments
Banegrivm
Leader of the 1st Fist of Light
www.1stfistoflight.com
My one concern would be that I hope players don't feel like they have to look up the dialogue online before they respond to an NPC to make sure they receive the correct result. Conversely, I would hate to answer incorrectly and not get the result I wanted.
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EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Can't wait.
All senses should be triggered to set scenes and drive forward story. This incredibly simple concept, used for decades in RPGs, adds more to a game than the best graphics possible.
Imagination and how to spark it is the entire point to RPGs and what was almost completely lost in mmorpg development ... especially of late.
You stay sassy!
Redsalt... the other salt.
While also not abandoning those features and actually providing such content.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Finally someone who gets it, and of course it is not a surprise from whom it is comming - Although it feels good to hear it described so clearly. This way of doing mmorpg quests are what I have been hoping for in this past 10 years of mmorpg drout, and one of the key philosophies that made eq so amazing.
Everyone on these forums should read this so maybe they might understand what the definition themepark is and what it is not. Themepark is story driven, railroading, quest hubs like WoW and all its inspired spinoffs (that will be rougly every mmo since 2005), and understand that eq was not themepark by this definition. If you have played both wow and eq extensively this understanding should come easy, and you will know how fundamentally different those two games are at their core.
Anyway, rambling off. Hearing a developer expressing this clearly how they really get it just warms my mmorpg gamers heart and wakes up the dormant hope for the genre. I haven't been this excited since The EqNext fundamentals charter.
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
Agreed, if the perceptions are too cryptic (ok, the amulet is heavy.. and ??), or the dialog options non-obvious in their intent, then players will feel forced to follow out-of-game guides; which, to me, completely ruins the whole intention of a system like this.
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