Unlike most people who seem to only like to be forced into grouping to do generic nonsense and consider that to be the pinnacle of MMO social interaction, I find that to just give truth to the lie there is any worth while social interaction in mmorpgs. Its meaningless interaction and I avoid it as much as possible. I have to deal with people all day at work, and if my interaction with them in games can't be of any significance (and trying to rp for no reason isn't significant either) I'd rather not do it.
This is all on you isn't it? I mean, it sounds to me like you don't really "like" people so any interaction isn't going to be worth it to you.
Now if it's just game play well, that's a tough nut to crack. Making "relevant" game play decisions for an entire server, and doing so consistently, is going to be tough. How many massive events can happen before players feel like they lose their luster and say "meh, I'll catch the next one".
But the interaction with people is all about you finding meaning there. No one else can give it to you. Heck, I mostly solo and I can say that the group outings I've had in these games still stick with me to this day. It wasn't about what we were doing but how we were interacting with each other.
This reads like a really stereotypical extrovert-introvert disconnect.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
I expected more progress in the form of AI to populate these world's with more life-like NLC inhabitants. Factions warring independent of player input, dynamically attacking, defending, and counterattacking one another. A world alive that the player is dropped into to play a role in.
AI is another primary area where games have failed to deliver. Gamers seem to want games to emulate real-world eco-systems. Why haven't we seen packs of wolves adapt to players attempts to hunt them? Machine learning and neural networks have been important areas in computer science since the 1980s, but we've yet to see these types of technologies improving how the computerized opponents act, react, and behave.
There are actually a lot of players who really don't want anything resembling a real-world ecosystem. You just don't hear us saying so because overly-realistic game designs aren't a very common problem.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
While I'm not exactly old in MMO scene, but compared to what I started with and what we have now - the clear difference is competitiveness.
Game nowadays feels very hostile, even in PvE player have to compete with each other, bickering with each other... While this is true to some extend for older game like Aion; but at least it have clear line drawn between different type of zones. But game nowadays, PvP exist in PvE everywhere. The feels of hostility isn't something everyone likes. I certainly don't like it. I just don't get the same welcoming feeling compared to older MMOs. The design of game nowadays really not giving people incentive to be nice with each other; instead it's all about linear grinding progression.
Unlike most people who seem to only like to be forced into grouping to do generic nonsense and consider that to be the pinnacle of MMO social interaction, I find that to just give truth to the lie there is any worth while social interaction in mmorpgs. Its meaningless interaction and I avoid it as much as possible. I have to deal with people all day at work, and if my interaction with them in games can't be of any significance (and trying to rp for no reason isn't significant either) I'd rather not do it.
This is all on you isn't it? I mean, it sounds to me like you don't really "like" people so any interaction isn't going to be worth it to you.
Now if it's just game play well, that's a tough nut to crack. Making "relevant" game play decisions for an entire server, and doing so consistently, is going to be tough. How many massive events can happen before players feel like they lose their luster and say "meh, I'll catch the next one".
But the interaction with people is all about you finding meaning there. No one else can give it to you. Heck, I mostly solo and I can say that the group outings I've had in these games still stick with me to this day. It wasn't about what we were doing but how we were interacting with each other.
This reads like a really stereotypical extrovert-introvert disconnect.
When someone complains about not having meaning when playing with others then you have to look at a variety of things.
If someone is an introvert and "playing with others" and not having a good time they need to look at game play AND the idea that they are in a game, playing with strangers, where they might not have anything in common with them.
So if I'm given a situation where I'm "not" social and I'm not happy am I going to scratch my butt and shrug my shoulders or am I going to look at the real reason I'm not happy?
He doesn't seem to understand that being with people is part of that interaction. If he can't appreciate it, understand it then of course he's going to think it's nonsense. He's not drawn that way so it falls past him, he doesn't get it. It's not meaningless interaction, it's just an interaction he doesn't value.
I should add this isn't a criticism, it's an observation.
Post edited by Sovrath on
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
This are a question for those who started the MMOs back in late 90s and early 00s.
What did you think back then how the future of MMOs would evolve and how much right and wrong are you today?
Larger worlds with more challenging AI. More places we could build, leading to player ran kingdoms with or without PvP. More robust crafting systems. More complex character development systems. Gameplay with a continued reliance on community to get through the game and to make it in the world. Meaning, interdependence between classes and players for combat and goods. Better graphics and animations.
So far, we've gotten better AI and player ran kingdoms, although it's only a niche feature. Better AI is hit and miss as far as challenge goes, because most games make the leveling process simple enough so children can be successful at it. Leaving the rest of us to PvP and Group Dungeons if we want a challenge.
Character development has become cookie cutter and streamlined so you can never gimp yourself. Player choice really doesn't matter anymore. You can solo through most games, even through group content due to automated grouping systems. Other players are no more than henchmen for all content except the most challenging. This has lead to much better story telling in MMO's, but at the expense of an enjoyable grouping experience. You don't need other classes to cover your weaknesses to level up anymore. You can solo everything by dealing damage, tanking the hits, and healing up quickly in battle or after battle.
Considering I started with DAOC then SWG, lets just say no...
I think we used to group in SWG. I was Kanosi Wraven. A TK/Fencer/CM. If you're who I'm thinking of, you were also a tk using those weapons that allowed you to attach as melee at a short distance. You got me rolling in the game and were big into hard grinding for levels. I could be thinking about someone else too.
Unlike most people who seem to only like to be forced into grouping to do generic nonsense and consider that to be the pinnacle of MMO social interaction, I find that to just give truth to the lie there is any worth while social interaction in mmorpgs. Its meaningless interaction and I avoid it as much as possible. I have to deal with people all day at work, and if my interaction with them in games can't be of any significance (and trying to rp for no reason isn't significant either) I'd rather not do it.
This is all on you isn't it? I mean, it sounds to me like you don't really "like" people so any interaction isn't going to be worth it to you.
Now if it's just game play well, that's a tough nut to crack. Making "relevant" game play decisions for an entire server, and doing so consistently, is going to be tough. How many massive events can happen before players feel like they lose their luster and say "meh, I'll catch the next one".
But the interaction with people is all about you finding meaning there. No one else can give it to you. Heck, I mostly solo and I can say that the group outings I've had in these games still stick with me to this day. It wasn't about what we were doing but how we were interacting with each other.
This reads like a really stereotypical extrovert-introvert disconnect.
When someone complains about not having meaning when playing with others then you have to look at a variety of things.
If someone is an introvert and "playing with others" and not having a good time they need to look at game play AND the idea that they are in a game, playing with strangers, where they might not have anything in common with them.
So if I'm given a situation where I'm "not" social and I'm not happy am I going to scratch my butt and shrug my shoulders or am I going to look at the real reason I'm not happy?
He doesn't seem to understand that being with people is part of that interaction. If he can't appreciate it, understand it then of course he's going to think it's nonsense. He's not drawn that way so it falls past him, he doesn't get it. It's not meaningless interaction, it's just an interaction he doesn't value.
You can have meaningful social interactions with strangers even if you don't generally like people. You might even actively want to discover a few new people worth interacting with an make a new friend, despite usually disliking 90% of random people you meet. In the same game, the same player might really enjoy grouping with someone who is already a friend, yet find forced grouping with strangers not only really unpleasant, but unsuited to starting a new friendship. On top of that it's just generally frustrating when any game requires you to do something in a way you dislike or at a time you aren't in the mood for it, rather than flexibly letting a player choose activities within the game that they are in the mood for at that particular time.
Meaning is relative and individual. If you don't value it, it's meaningless for you. For everyone, some social interactions are more meaningful than others, and it makes sense to want more of the meaningful ones and less of the meaningless ones. Differences in game design can cause some games to have a much higher percent of pointless or outright bad social interactions. Games with bad communication systems, for example, can make it almost impossible for people who meet casually in the game to have a real conversation. Some games restrict conversation to the equivalent of tweets, with no way to leave a note for someone who isn't logged in and no way to have any long-term conversations like message boards or PMs. Also, the faster paced a game's combat is, the more impossible it becomes to chat during combat unless you are using voice chat, and even then many people have difficulty multitasking conversation and fast gameplay.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
But the interaction with people is all about you finding meaning there. No one else can give it to you. Heck, I mostly solo and I can say that the group outings I've had in these games still stick with me to this day. It wasn't about what we were doing but how we were interacting with each other.
If i want to find meaning, i go chat with a friend or read a philosophy book. I play games for fun, not meaning.
But the interaction with people is all about you finding meaning there. No one else can give it to you. Heck, I mostly solo and I can say that the group outings I've had in these games still stick with me to this day. It wasn't about what we were doing but how we were interacting with each other.
If i want to find meaning, i go chat with a friend or read a philosophy book. I play games for fun, not meaning.
Sorry mate, but I had to do this
[Sovrath's Comment] . . . . [Your Head ]
Constantine, The Console Poster
"One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games and it cannot be done by men out of touch with their instinctive selves." - Carl Jung
Not happy at all. I expected them to become virtual worlds. Instead, we've seen the slow removal of things that used to be standard (like housing), fewer options, and an obsession with pvp and hub to hub playing that never used to exist.
The first MMORPG I bought was EQ when it was new. It took a while for me to get it working. I had to get the internet, and then had to get a graphics card after that, all in all it was a hassle to get it to work. The whole time the idea in my head of what it was going to be like versus what it actually was like was very disappointing. I wasn't a fan of that game.
The idea in my head was pretty neat. My character coming upon someone overwhelmed by monsters in the wood and helping them and the meeting having significance, like in stories etc.
Unlike most people who seem to only like to be forced into grouping to do generic nonsense and consider that to be the pinnacle of MMO social interaction, I find that to just give truth to the lie there is any worth while social interaction in mmorpgs. Its meaningless interaction and I avoid it as much as possible. I have to deal with people all day at work, and if my interaction with them in games can't be of any significance (and trying to rp for no reason isn't significant either) I'd rather not do it.
There is this false dichotomy of people believing the two choices are these single player MMOs or their preferred forced chatroom MMO. In both there is no interaction of any meaning, and if I can't have that I'd rather be left alone and churn through the solo content by myself.
For my likes, since I don't bemoan the loss of games that are still around and you can still play (which has always confused me), I can play all the games that have came out that I liked...from AO to Wildstar. I am playing DDO now and loving all the character development options.
But, in a perfect world, I would love to enter a game that tries to emulate what the core of the P&P experience wanted to give...to enter a blank book with my character and fill it with his story. P&P can't give it because of scale and scope. Crpgs can't and are going in the opposite direction by having a highly narrated story dictated to you as you passively watch like a book or movie. But MMOrpgs could possibly if they went back to the drawing board and just did everything different, and then built upon that released game after released game until some decades later I can enter a game as a character I created and make my own story, and not just churn through scripted content on my own or with a small chatroom of meaningless nothing.
Would be easier if you said: "The glass is half empty" instead of writing in length how pessimist you are.
15 years ago when I first logged into Midgard (DAOC) I was blown away, I remember one of my first thoughts was that at some point they would put housing in this game and I wanted my house to be next to this lake I was standing near. There were bugs but the sky was the limit.
15 years later I have to say that I'm shocked at the current state of MMORPGs and how for me they have actually digressed over the years. There isn't a single game in the market today that comes close to what DAOC offered in the first year from a challenge, community, sense of being a part of a greater mission in the game. Yes, the graphics are better, the sounds are better but the game design these days is just sheit.
But the interaction with people is all about you finding meaning there. No one else can give it to you. Heck, I mostly solo and I can say that the group outings I've had in these games still stick with me to this day. It wasn't about what we were doing but how we were interacting with each other.
If i want to find meaning, i go chat with a friend or read a philosophy book. I play games for fun, not meaning.
huh, in my life fun has meaning. Go figure.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
Unlike most people who seem to only like to be forced into grouping to do generic nonsense and consider that to be the pinnacle of MMO social interaction, I find that to just give truth to the lie there is any worth while social interaction in mmorpgs. Its meaningless interaction and I avoid it as much as possible. I have to deal with people all day at work, and if my interaction with them in games can't be of any significance (and trying to rp for no reason isn't significant either) I'd rather not do it.
This is all on you isn't it? I mean, it sounds to me like you don't really "like" people so any interaction isn't going to be worth it to you.
Now if it's just game play well, that's a tough nut to crack. Making "relevant" game play decisions for an entire server, and doing so consistently, is going to be tough. How many massive events can happen before players feel like they lose their luster and say "meh, I'll catch the next one".
But the interaction with people is all about you finding meaning there. No one else can give it to you. Heck, I mostly solo and I can say that the group outings I've had in these games still stick with me to this day. It wasn't about what we were doing but how we were interacting with each other.
This reads like a really stereotypical extrovert-introvert disconnect.
When someone complains about not having meaning when playing with others then you have to look at a variety of things.
If someone is an introvert and "playing with others" and not having a good time they need to look at game play AND the idea that they are in a game, playing with strangers, where they might not have anything in common with them.
So if I'm given a situation where I'm "not" social and I'm not happy am I going to scratch my butt and shrug my shoulders or am I going to look at the real reason I'm not happy?
He doesn't seem to understand that being with people is part of that interaction. If he can't appreciate it, understand it then of course he's going to think it's nonsense. He's not drawn that way so it falls past him, he doesn't get it. It's not meaningless interaction, it's just an interaction he doesn't value.
You can have meaningful social interactions with strangers even if you don't generally like people. You might even actively want to discover a few new people worth interacting with an make a new friend, despite usually disliking 90% of random people you meet. In the same game, the same player might really enjoy grouping with someone who is already a friend, yet find forced grouping with strangers not only really unpleasant, but unsuited to starting a new friendship. On top of that it's just generally frustrating when any game requires you to do something in a way you dislike or at a time you aren't in the mood for it, rather than flexibly letting a player choose activities within the game that they are in the mood for at that particular time.
Meaning is relative and individual. If you don't value it, it's meaningless for you. For everyone, some social interactions are more meaningful than others, and it makes sense to want more of the meaningful ones and less of the meaningless ones. Differences in game design can cause some games to have a much higher percent of pointless or outright bad social interactions. Games with bad communication systems, for example, can make it almost impossible for people who meet casually in the game to have a real conversation. Some games restrict conversation to the equivalent of tweets, with no way to leave a note for someone who isn't logged in and no way to have any long-term conversations like message boards or PMs. Also, the faster paced a game's combat is, the more impossible it becomes to chat during combat unless you are using voice chat, and even then many people have difficulty multitasking conversation and fast gameplay.
Which basically goes back to this being on him.
If he "doesn't like people" or at least doesn't want to deal with them then he's essentially looking for the game to "provide his meaning". It doesn't. He complains. How about just not playing.
I completely agree with your assessment as "meaning" IS personal. But you can't look to others to provide it. and you can't look to a game to provide it. Which is what I said. It's on him to find his own meaning.
His post feels like another "games aren't want they used to be" post. Or maybe it's a "games were never what I wanted them to be post".
So "yeah" he shouldn't do it. Shouldn't play them. "done" find something else to do.
As far as your last sentence, it's not hard if you are using voice chat. Which I don't like but that's why people do it, so they can play and converse.
A fix for that is have down time between encounters/fights. I'm just not sure game developers want to do that.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
I started playing mmos when they were quite limited in their capability and didn't get hooked on a game until Ragnarok Online. So... almost exactly as I expected. More like a single player RPG with people around to group with and enjoy the journey together.
My first MMO was SWG - started just around when Jump to Lightsoeed got released, and I absolutely loved it.
This might be nostalgia, but I don’t recall being as immersed into a game as I was with SWG.
I loved the idea of the virtual world simulation, and I really thought that was where MMO’s were headed, though apparebtly the opposite was true.
By the looks of it, things are changing, or atleast it seems like it is, and I am hoping it is.
Give me a world to live in, give me the tools to “create” something with the “life” i lead in said world, rather than having a static narrative, let me live out my own.
The one thing I really liked about DAoC was the asymmetry of the factions. I wonder if there can ever be a 3 faction, strongly asymmetrical MMORPG with some semblance of balance in PvP between factions. Maybe a Starcraft MMORPG could introduce something like that.
I think it's about over for MMOs. We got WoW and there's not much else.
Are you kidding? Destiny 2 sold a bunch even with little end-game. Warframe is an indie success. World of Tanks has been popular for a while. Overwatch is killing it.
I think it's about over for MMOs. We got WoW and there's not much else.
Are you kidding? Destiny 2 sold a bunch even with little end-game. Warframe is an indie success. World of Tanks has been popular for a while. Overwatch is killing it.
It is not over .. it is just starting.
Those are games that require internet connections... You may as well add online poker to the list of MMOs.
And those are also games classified as MMOs on the gamelist of this site. Sure, we can add online poker if you define them as MMOs too.
I think it's about over for MMOs. We got WoW and there's not much else.
Are you kidding? Destiny 2 sold a bunch even with little end-game. Warframe is an indie success. World of Tanks has been popular for a while. Overwatch is killing it.
It is not over .. it is just starting.
Those are games that require internet connections... You may as well add online poker to the list of MMOs.
I will just say one thing.
I'm happy that he's happy about a direction I'm not happy about, and thankfully there are a lot of alternatives. This strongly reduces the risk to meet him in a game I play. If the "antisocial rebels" have their games, it's for the best of the more social games, because we don't have to endure them polluting our communities.
Would you really want to have to deal with that kind of person in a game ?
It's OK, he's already stated he likely wouldn't speak to you in game so you'll never know.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I'm disappointed that no game has matched Runescape with its freedom to play as you like. Crafter, gatherer, merchant, PvE, PvP, Boss slayer, you can be any or all on one character if you desire.
All that has changed is better graphics and more flashy effects, faster pace and far too many rewards for doing nothing.
Why did every game have to be a world of warcraft clone since 2004?
I'm disappointed that no game has matched Runescape with its freedom to play as you like. Crafter, gatherer, merchant, PvE, PvP, Boss slayer, you can be any or all on one character if you desire.
All that has changed is better graphics and more flashy effects, faster pace and far too many rewards for doing nothing.
Why did every game have to be a world of warcraft clone since 2004?
Probably something to do with WOWs huge popularity over anything else developers figured copying it was a sure fire formula to make big money.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Comments
Game nowadays feels very hostile, even in PvE player have to compete with each other, bickering with each other... While this is true to some extend for older game like Aion; but at least it have clear line drawn between different type of zones. But game nowadays, PvP exist in PvE everywhere. The feels of hostility isn't something everyone likes. I certainly don't like it. I just don't get the same welcoming feeling compared to older MMOs. The design of game nowadays really not giving people incentive to be nice with each other; instead it's all about linear grinding progression.
High tech cash shops
If someone is an introvert and "playing with others" and not having a good time they need to look at game play AND the idea that they are in a game, playing with strangers, where they might not have anything in common with them.
So if I'm given a situation where I'm "not" social and I'm not happy am I going to scratch my butt and shrug my shoulders or am I going to look at the real reason I'm not happy?
He doesn't seem to understand that being with people is part of that interaction. If he can't appreciate it, understand it then of course he's going to think it's nonsense. He's not drawn that way so it falls past him, he doesn't get it. It's not meaningless interaction, it's just an interaction he doesn't value.
I should add this isn't a criticism, it's an observation.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
So far, we've gotten better AI and player ran kingdoms, although it's only a niche feature. Better AI is hit and miss as far as challenge goes, because most games make the leveling process simple enough so children can be successful at it. Leaving the rest of us to PvP and Group Dungeons if we want a challenge.
Character development has become cookie cutter and streamlined so you can never gimp yourself. Player choice really doesn't matter anymore. You can solo through most games, even through group content due to automated grouping systems. Other players are no more than henchmen for all content except the most challenging. This has lead to much better story telling in MMO's, but at the expense of an enjoyable grouping experience. You don't need other classes to cover your weaknesses to level up anymore. You can solo everything by dealing damage, tanking the hits, and healing up quickly in battle or after battle.
Meaning is relative and individual. If you don't value it, it's meaningless for you. For everyone, some social interactions are more meaningful than others, and it makes sense to want more of the meaningful ones and less of the meaningless ones. Differences in game design can cause some games to have a much higher percent of pointless or outright bad social interactions. Games with bad communication systems, for example, can make it almost impossible for people who meet casually in the game to have a real conversation. Some games restrict conversation to the equivalent of tweets, with no way to leave a note for someone who isn't logged in and no way to have any long-term conversations like message boards or PMs. Also, the faster paced a game's combat is, the more impossible it becomes to chat during combat unless you are using voice chat, and even then many people have difficulty multitasking conversation and fast gameplay.
If i want to find meaning, i go chat with a friend or read a philosophy book. I play games for fun, not meaning.
[Sovrath's Comment]
.
.
.
.
[Your Head ]
Would be easier if you said: "The glass is half empty" instead of writing in length how pessimist you are.
15 years later I have to say that I'm shocked at the current state of MMORPGs and how for me they have actually digressed over the years. There isn't a single game in the market today that comes close to what DAOC offered in the first year from a challenge, community, sense of being a part of a greater mission in the game. Yes, the graphics are better, the sounds are better but the game design these days is just sheit.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
If he "doesn't like people" or at least doesn't want to deal with them then he's essentially looking for the game to "provide his meaning". It doesn't. He complains. How about just not playing.
I completely agree with your assessment as "meaning" IS personal. But you can't look to others to provide it. and you can't look to a game to provide it. Which is what I said. It's on him to find his own meaning.
His post feels like another "games aren't want they used to be" post. Or maybe it's a "games were never what I wanted them to be post".
So "yeah" he shouldn't do it. Shouldn't play them. "done" find something else to do.
As far as your last sentence, it's not hard if you are using voice chat. Which I don't like but that's why people do it, so they can play and converse.
A fix for that is have down time between encounters/fights. I'm just not sure game developers want to do that.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
1, In being an online meduim the need for other players has gone down too far in normal, non-dungeon, play.
2, Content, even when soloing, has gone stupid easy. So easy in fact even WoW is increasing solo play difficulty.
3, For all of the "next gen" talk, no major title has done much differently other than GW2 and it's cycling event systems, which became repetitive.
There is certainly hope for the future with certain titles but IMO it's pretty bland right now.
This might be nostalgia, but I don’t recall being as immersed into a game as I was with SWG.
I loved the idea of the virtual world simulation, and I really thought that was where MMO’s were headed, though apparebtly the opposite was true.
By the looks of it, things are changing, or atleast it seems like it is, and I am hoping it is.
Give me a world to live in, give me the tools to “create” something with the “life” i lead in said world, rather than having a static narrative, let me live out my own.
Are you kidding? Destiny 2 sold a bunch even with little end-game. Warframe is an indie success. World of Tanks has been popular for a while. Overwatch is killing it.
It is not over .. it is just starting.
And those are also games classified as MMOs on the gamelist of this site. Sure, we can add online poker if you define them as MMOs too.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
All that has changed is better graphics and more flashy effects, faster pace and far too many rewards for doing nothing.
Why did every game have to be a world of warcraft clone since 2004?
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon