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Is Crowfall a MMOBA?



  • TamanousTamanous Member RarePosts: 3,024
    edited January 2018
    It's an mmorpg trying to solve a historical mmorpg problem by trying something new. Only time will tell if it too radical for the genre due to impacting the concept of a persistent world so drastically.

    The rush to fresh realms was obvious even back in EQ and AC times and obvious during live vanilla Wow. After playing vanilla Wow emulators for a length of time I became convinced that a mmorpg CAN design with a true ending in mind. Vanilla Wow proves that an entire player base is willing to shift to new servers and do it repeatedly.

    I fear the cycle of 6 months is far too fast however as the shorter the turn around the more you diminish the scope of the game. 2-3 years worked well for Wow and truly epic story arcs can be told during that time followed by an epic conclusion highly impacted by the player base and perhaps even impact the following fresh start. A real conclusion and restart would also preserve the game for it's original audience ... an issue live Wow suffers terribly from. Staggered server time lines would always allow new players opportunity to join early in story arcs as the overall player base grows (even possible migrations, mergers, etc later can stagger story arcs even more ... a solution to another common mmorpg problem).

    Crowfall however, well, it's all pretty radical but it is also a pvp game and not pve. Games like EQ, AC, AO, Wow, perhaps even DAoC and the like and any future "old school" mmorpg could easily work toward 2-5 year cycles and "refresh" every server shard to their benefit to prolong their own game. Old school emulators prove it's a working concept. Fresh server migration is like a gold rush in mmorpgs so instead of trying to take it away, developers should embrace it in a dynamic way so they retain control over their own IP even into it's waning years.


    You stay sassy!

  • time007time007 Member UncommonPosts: 1,062
    yeah def hybrid. the resets will make it interesting tho

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  • CaffynatedCaffynated Member RarePosts: 753
    Crowfall is basically a survival RPG. It's like ARK or Rust with classical RPG classes.

    The way campaigns work is similar. You choose a campaign like you would an ARK server, and then you play on that server until someone wins and the world is destroyed freeing you to choose a new server. This process can take anywhere from weeks to possibly even a year depending on the ruleset of the campaign.

    For now you can easily transfer resources and equipment between campaigns, but the ultimate goal is to tie them to the campaign world and only allow a small amount of exports when the campaign ends with the winner getting more.

    Some campaigns will allow you to import resources and gear, others will require a fresh start with nothing but your naked crow and the skills you've trained.

    It has basically nothing in common with a MOBA. Anyone who tells you it's like a MOBA fundamentally doesn't understand the game.
  • paulythebpaulytheb Member UncommonPosts: 363
    Crowfall has FAR more in common with EVE online than it does a MOBA.

    ( Note to self-Don't say anything bad about Drizzt.)

    An acerbic sense of humor is NOT allowed here.

  • FlyinDutchman87FlyinDutchman87 Member UncommonPosts: 335
    I'd say it's both a moba and a hub game. It's just the scale of the hubs and the MOBA is very large . I don't see any of those being a problem though. 

    If you think about it though most games are hub games. Even "Open World" games are really hub games. It's just the seams are polished so it doesn't look like there are any. That doesn't mean they aren't there though. 
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