I been searching around and looking at youtubers talk about the game.
I must say, I am very confused by this. From the reviews I have seen of the game, as well as the gameplay, this game doesnt seem like a MMO. Seem like a typical multiplayer Online Always Diablo-like ARPG.
BUT,,,,,,
Just about everywhere online, the game is listed and mentioned as a MMO.
I havnt seen any MMO gameplay in the reviews and videos.
Figured I ask straight up instead of playing around with the false MMO labeling marketing game that developers tend to play.
The game seem interesting regardless, just too large of a download for me to try it for myself.
I am mostly a MMO gamer, and would rather use my harddrive space for MMOs.
again I dont think every game that isnt a MMO is automatically a bad game. I am not saying that, but I prioritize MMO gaming. Is this truly a MMO?
Or is the world instanced with hubs like Guild Wars 1?
Philosophy of MMO Game Design
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Philosophy of MMO Game Design
Problem is this game has already been out for 3 years. Most of the vids are focused on dungeons, builds and tips.
Games like BDO have an open world but most times you can switch between one version of the map you're on to another if anyone is harassing you or it is too crowded.
Everquest 2 when they launched a time limited server always have several instances of Antonica or Thundering Steppes because of the crush and you could switch between them. SWTOR was like that too. Are those MMOs or not?
You can sit here all day long and make definitions. Definitions don't make a game enjoyable. 1.3 over million players on steam must be enjoying themselves to some extent. My kid is playing with his friends and having an absolute blast and he is out in the open world most times I look at where he is.
This game is unfortunately all about the end game though. So even if the game may have an open world you will be spending a lot of it in dungeons in the end.
Look at WoW. It has an open world but ask all the raiders that raid log and spend their time on the catwalk in Ironforge or Orgrimmar how much of their time is actually spent in that open world aside from cruising around on their mount sniping herbs. No sorry they just use the GDKP to buy the herbs on the AH..my bad.
Gold farmers probably do more open world content than they do.
Still, even if I played exactly as you mentioned I would prefer to have leveled up in an open world not the ARPG version of one.
A game without an AH will have large numbers playing you think or will it crash and burn?
But down the line that would certainly be best for player interaction. Of course new "market stalls" allow you to purchase at any time, to me if you can do that it rather negates the point of having them. Guild "stalls" are another option but that comes with their own complications.
Still in the damn queue. I hate this.
I'm not sure how the instancing works for zones, which I assume there is, but that is also something that exists in FFXIV where you can switch between the instances of a zone.
I think the traditional idea of an MMORPG is a seamless open world with minimal instancing outside of dungeons. I don't think anyone would question whether such a game was an MMORPG. But most MMOs these days tend to break up zones with loading screens and instancing. I think this is where the question arises of whether it is an MMO.
Logic, my dear, merely enables one to be wrong with great authority.
I'm level 25, a couple of zones ahead of you, and yet, I'm still in the tutorial, working through learning trade skills ATM.
In some of the fights along the way to where I am you'll be introduced to mechanics which are invoked on a limited basis, such as using objects in the world to help defeat foes.
My guess is all of this is preparing players to experience the end game content once they reach level 50.
I haven't seen much group content yet, but it's out there, so we'll see how that plays out.
Of course while leveling there's still a number of skills out of reach which are part of my planned final build.
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On end-game, it vastly opens up, the ocean content itself is where the open content kicks in.
So yeah, get out of the "tutorial", and the game will open up to what you do on a traditional MMORPG, be it dungeons, raids, pvp, gathering, open-world+events, islands, completionist stuff, etc..
I'm almost afraid to ask what comes next...
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The story front of the game continues moving while you will be moving to do stuff like islands getting the materials to upgrade your gear, as well doing the first end-game bits that open daily.
The story fronts do not end and end-game starts, it just accompanies you and it forces you to play endgame to upgrade and reach the gear score level it needs for the next story phase to continue.
Well yeah it's an MMOARPG, but that's a subset of MMOs right? So yeah it's an MMO. The only difference being the combat and camera position (although UO was isometric as well).
Most of the systems are taken from popular MMO's. It feels like an MMO with the dalies/weeklies, lockout timers, world bosses and such.
You may have just shared a glimpse of the wall which will send me away, unless I can easily ignore bothering with said content.
"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
Logic, my dear, merely enables one to be wrong with great authority.