Ok suppose you are out adventuring and you come to a bridge. It's snowing. You try to cross the bridge and you die. Why? Because you had not accumulated and equipped enough ice protection crystal thingies.
So what would you call that. Crystals as a feature (a system to be learned and mastered)?
Or is it content (collecting crystals).
Just garden variety bad play for not equipping protective items?
Or lastly just a pain in the ass. More shite to have to gather or face a stop to your desired game play?
I can think of some games in development that keep touting systems they have that distinguish them in some way, that just don't sound fun at all unless you like doing stuff to be doing stuff.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
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I know, I know, I'm being disloyal to fellow boomers but a lot of old MMO annoyances that got the death they deserved (although apparently not perma-death since rezzing them seems to be a thing these days, especially for KS MMOs) I don't want anything to do with.
I play these games to progress and build my characters, hopefully in creative ways, and then do interesting and challenging content with them. Things that get in my way of doing that are definitely PITAs.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
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
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
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 As long as it makes sense i am ok with just about anything.
2 I am not in favor of anything added or removed for balancing reasons.
A prime example is survival ideas,they make sense,you are a living character that should have to eat drink and survive.However there is a fine line between realism,making sense and being over the top cumbersome.
So if the time period is ancient as many rpgs are you might have to expect to carry loads of stuff with a horse and wagon/carriage.Often times the weight allowance is ridiculous like a horse only able to carry a few hundred pounds or having to eat/drink enough for 20 people in an hour.
So it is a combination of making sense and common sense.Typically,like almost always devs appear to have no clue at all,no common sense but i'll cut them some slack and assume they simply designed a crap game because it works for them.I feel that is the entire game industry in a nutshell,devs just make games that work for THEM not us.
Never forget 3 mile Island and never trust a government official or company spokesman.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
That strikes a chord with me. I do tend to hate stuff like that. Especially if it's something essential to your character that you basically have to do which is really just a series of tedious chores.
On a related note, the way most modern games handle dropped items for quests really annoys me. Say there is a quest to collect ten rhino horns. You where just killing rhinos because the quest NPC first wanted you to collect their tails. They didn't drop horns because you didn't have that quest yet. You have to be given the quest by the NPC before you can collect the item in question.
Stuff like that really annoys me.
Logic, my dear, merely enables one to be wrong with great authority.
There are a few here who don't like "survival" game play mechanics. I personally like them.
Players need to be clear on the games they are buying and be on board with what it they are about.
Proper demographic and all 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
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Philosophy of MMO Game Design
This really depends. And Ideally it needs to make sense and fit within the game world.
Personally, If a game has environmental effects, like Cold Weather freezing you to death for example, I would expect there to be a common sense way to approach this, like for example "Cold Weather Outfits" which, the process by which they are obtained could vary, but the base idea is there, that you need to deal with environmental effects.
Equally so, I would then expect there to be outfits for Temperate, Hot, Jungle, so that it all work together, all the biomes of maybe a change of season, make it so that players need to equip and outfit the right gear for the right environment.
This really depends on the game. If the game is built from the ground up to work this system, it should feel like this makes sense, and that it fits into the world, not some hackeyned system, but something that just feels a natural part of the game, something that you kinda kick yourself in the ass for, because you should have known better because of how the whole rest of game is set up.
Case in point, in DDO, if you go into a dungeon full of ice mobs, you want to put on your Ice-resist gear, and equip your flaming weapons, but this system is so a part of the game, that players get faced with and taught this from the very start, so it quickly becomes an instinctive part of how you approach the game, where you instinctively plan ahead for what you are going to face.
So like any feature/content like that, it needs to work with and fit the game. If it does, even the most silly sounding ideas, like collecting ice crystals to cross a bridge, can seems very logical and just a natural part of the way the game is played.
I find myself lacking the patience I had during my twenties for certain things too these days.
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https://www.ashesofcreation.com/ref/Callaron/
I always used to chafe about the loss of a whole bag as a hunter in WoW or the 4 spaces to my totems as a shaman and initially when you bags are so small these things are stuff you have to tolerate.
Otoh if the inventory is large then planning is of no consequence. I do have patience I'd like to think and I would play a game where going to areas that require certain gear or items and I would consider the planning part of strategy and survival.
Imagine SWTOR: brave Sith tries to cross bridge and end a threat of this pesky Rebel scum. However, imperial intelligence officer at neariest outpost explains about Ice field technology these scumbags started using. Soldiers without special chips are frozen to death and we even had few Sith apprentices dead. Of course, Empire won't tolerate Sith losses, a squadron of Tie Bombers is on its way to smash Ice field generators. Meanwhile, if Your Lordship would wish, there is a chance Rebel scum Engineers are carrying new chip prototypes, called "Ice shard". With only 12 of them, we could be able to manufacture an armour for your Lordship that allows survival in extreme cold. All this with some animated scenes, showing generators and huge number of Tie bombers flying from Star destroyer.
[Would work for me, even if it can be translated "Go, kill 12 mobs, return to NPC, receive armour, mission complete"]
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- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
A weather system, where you have to have weather gear is an annoyance.
An mmorpg needs both "programmers" and "artist".... The artist is the writer that makes the game flow. He can balance out the struggling realistic that can make the game fun or not.
A true artist can look at the game their producing and objectively say "if I do this people will hate it"....... They have to have a NATURAL GIFT. You have it or you don't. After all everyone doesn't have the ability to be a rock star or a quarterback.
I'm also a believer that collage or training will never give that NATURAL GIFT to be great. Forcing your way through does not make good doctors. You can't say " damit-to-hell I have the money, I insist on being a brain surgeon".
I'm beginning to think Pantheon developers are not naturals, some of their ideas are whacked out. I started to feel this way when I learned what the perception system really is (puzzle quest). I assumed it would simply be that you see objects, doors, and treasures others don't see until you hone this talent.... simple as that !! ...... Instead we have to reach in and think like Jappa and do his puzzles or you don't play.
I can guarantee a harsh game built to instill grouping, a six player team will not stop to do a Jappa puzzle....... The guy is NOT A NATURAL, just strange.
I'm sure it is awful, for anyone that doesn't want to play a survival game. I expect those keen on that type of game see those elements as rather the point of them. If you're always well fed and watered and live in a benign environment there won't be a whole lot of surviving going on.