Versus
I wonder which one is better for RPG . Seamless world or a dark and seamless dungeons ?
Personally i prefer seamless dungeon for RPG and adventure . Dark place , full of dangerous like monster and trap that you can't avoid without special skill (thief) and heart throbbing moments when people screaming "IT A TRAP"
And MOST IMPORTANTLY i feel like seamless dungeon are cheaper compare to seamless world
What about you ?
Comments
Imagine if ESO had a seamless world.
"Be water my friend" - Bruce Lee
EQ has:
-open world (ok they were technically zoned, but it's basically open world)
-open world dungeons or secluded areas (city of mist, grieg's end, etc)
-instanced dungeons (accursed nest, thundercrest, etc)
All good PVE MMO have those 3 things.
EQ has it
WoW has it
Vanguard has it
Rift has it
FFXIV has it
I like my world to be one with other players. I don't want instancing. I want a huge world.
Once upon a time....
while seamless world concept is wide and flat.
Maybe i should change the tittle to [Dungeon crawl vs seamless world ]
I wasn't mean "dungeon" = "instance" .
What's better?Well devs SHOULD be trying to recreate a living breathing world,you don't accomplish that with instances.As well a role playing player would not be spending his entire time inside a dungeon and why the concept that the baddest Bosses are living in some Dungeon anyhow?Furthermore it is comical these dungeons always have some form of light....hmm must be fireflies lol.
Never forget 3 mile Island and never trust a government official or company spokesman.
World of Warcraft's live phasing is a prime example of what can be done and there is no reason something like it cannot be applied to dungeon groups...
So if you get into dungeon crawler they don't lend themselves entirely well to just deep dark dungeons. There have seldom been games that take place entirely in a singular dungeon where you just go deeper and deeper and deeper. It also doesn't lend itself well to mmorpg design and is best left to straight up ARPG like things. Games like diablo while "dungeon crawlers" to a degree also have areas that are out and about on normal land and it's not just dungeon after dungeon after dungeon.
You can do everything in an open world that you can in a dungeon, but the reverse isn't necessarily true.
As for the role-playing side of things, again, I prefer open worlds - I enjoy the sense of scale you can get from open worlds, I like the feeling that I'm out in a big world taking part in big events. I want to take part in battles, not fights. Dungeons serve their purposes but for me, I only really like dungeons when they are "lairs", i.e. I'm going to a dungeon to hunt down a specific boss or group. Simply dungeon crawling isn't my thing.
I also prefer my RPGs to be bright and colourful wherever possible. Dungeons, by their nature, tend to be dark, damp and depressing. Good roleplaying places for evil to hide out but doesn't really appeal to me. I never reach the end of a dungeon and think "that was a good place to explore" or "wow, I'd like to re-do that". I only really get enjoyment out of dungeons if they contain interesting scripted events or bosses.
As you said , the dungeon are easier to make compare to world
yet it offer more tricks for the maker (defender) to kill the players (invaders) , some trap you can't avoid or room of monster you can't get pass without to kill them all .
I mean , wasn't it too hard for the maker to create good "seamless world" . So .... why don't try to make just dungeons ?
I'd make dungeons much more deep and complex, however, and add features like traps, secret doors, illumination, etc.
One of the issues with seamless world is that everyone thinks they should easily have access to everything in the game without putting in much effort.
I believe for a seamless game to work it has to be risky to go into to dungeons. That means dungeons won't be flooded by people all the time. It also adds to the immersion that the dungeons are really dangerous places to go.
One of the tricky parts of creating dungeons has always been requiring certain roles to be successful. The thief class is the perfect example. No game has ever made a dungeon that requires you to bring a thief except for maybe DDO that I can think of. In Everquest dungeons had fake walls/floors and locked doors, but you could generally bypass them without bringing a rogue. This made the rogue class somewhat useless for things other than pulling peoples corpses out of dungeons when they died.
To expand upon the idea of hidden doors/false walls I there have been other things implemented in older games like icy/slippery bridges, areas that you can't get to without finding a certain item(think Legend of Zelda and Final Fantasy). An example would be in Legend of Zelda finding a raft to cross a river or finding an wall in a dungeon that can only be opened with bombs. In Final Fantasy you had oceans you couldn't traverse without getting access to a ship, sky cities that couldn't be accessed without an air ship, certain areas that couldn't be accessed without going through a dangerous dungeon, and more (this was true for EQ to in some places). There also might be something like needing a water breathing spell or helmet that lets you breath underwater so you can go explore underwater cities. Those are just a few ideas, but obviously things that have been done before.
There are other aspects that would go into having a seamless world work. I think you might need to have more dynamic content and you would need to remove the GPS. Seamless worlds are about sharing, working together with, and also competing against other people. I said this before, but removal of GPS and helpers is good in many ways. It brings the community together and allows them to cooperate and solve problems for themselves. I don't know about other people, but it's not just the helpers making games more simple that annoys me. It's also that they clutter everything and make the interface headache inducing at times. I'd rather just have a plain and simple interface. The world and interacting with it is what should be complex IMO.
I prefer both. But open world generally sours some people becaue the journeys are wasted by developers. In stories you usually have things that take place during journeys. Level restrictions many time interfere with doing things on the road.
Even in closed worlds the journey is what developers never do to make weak open world games MMO like games. Just as well script the journey to so and so along with linear quest. Its much better than filler task. How about instanced chase or escape sequences. Getting ambushed on the road. Helping locals get freed from a evil mayor. Visiting an inn and finding people watching you leading to a fight. I guess it's too much to ask for.
While you can have both wide world and dungeons, i don't think it's possible with the current price of MMORPG . If chose between half finished open wide world and good design dungeons , i rather make the world simple and focus on dungeons .
But If you're going the instanced route why not just instance the journey as well?
I am not following no dungeons vs dungeons? what?
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Not to mention when you find people spawn campinng in the dungeon which is supposed to be all dark and scary it really kills the immersion.
Instanced all the way.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
I skate to where the puck is going to be, not where it has been -Wayne Gretzky