My first encounter with Dynamic Events was is in Warhammer.
This new introduction was upgraded in Rift. Trion took Dynamic Events to a new greater level and naturally and blended them into the environment. Remember how the sky would open up, a crack of thunder that would make a player open his map to find the location and run to it ?...... Their were variations, Earth Wind, and Fire making for different eye candy.
Later they became the norm for games like Guildwars 2, FF14 and most every modern game. It would be fun to follow a slow moving caravan that would periodically get attacked by bandits. It was intriguing to be the first on site to watch others come and help.
At first glance, the player would say:
" look at us, were working together, this is an mmorpg"
Now for my question:
Does the fun last ?...... Does the fun sustain ?..... No matter how well done, can you find never ending enjoyment that never gets old ?
For me, to make a long story short...
Their enjoyable for 2 hours. Given a few days, they turn irritating.
Going from Warhammer>Rift>GW2>ff14 I don't think I could ever play another Dynamic Event, ever !
This makes me want the "all natural" approach, that much more. It's a show of technology where developers get to shine with how advanced they are. I could only speak for my self that being "all natural" to a higher degree is much more impressive
Artistic above technical..... Technical is maxed out for a flat screen. And you can keep Virtual Reality too. I'm not putting anything on my head but a baseball cap. Call me when I can walk into a room and the Virtual Reality is in the room.
Comments
But only for the first two hours, then just as bad or worst !
GW2 is my only experience with Dynamic Events and that was my experience. How many caravans can one defend before the caravanserai decide they need a new route? Are the centaurs so prolific that they can send wave after wave of attackers with nary a dent in their numbers?
Change. It's cool when things change with dynamic events, but in GW2, it was all an illusion of change. Nothing really did. Sure, you got a couple of temporary changes afterwards, but then all went back to normal/the usual. Can the centaurs ever be defeated? Totally? No. So in the end, it truly is pointless and players realize this after their first handful of them.
Could they be interesting and cool? Sure, but I'm not sure a game with thousands of players in it is the place for that. The changes that need to happen to make them believable could ruin other players' experiences. Remember, an MMO is NOT a game for any one single player. "Unique" is foreign concept to this kind of game.
- 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
For example if centaurs clan blood was aggressive. They could spawn missions they are killing caravans when their spawn point reaches a certain number. If you kill enough of them they won't have enough numbers to spawn the mission. Players could also decide to go and raze their whole city and no more aggressive centaurs.
That would leave the spawn point open. Maybe a new randomly generated race of elves comes and they are peaceful or an unchecked overburdening number of goblins from a neighboring spawn site take hold.
Dynamic Events. Are they really dynamic?
Rifts, DEs, FATEs, what ever the system is called, I don' t think they accomplished what developers wanted them to do.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
And then the fact that a chunk of them would just get bugged...
But despite all that I thought they were one of the better innovations by the game.
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GW2 has the best dynamic events. Just they need more imo. Especially the Meta events. They are extremely fun that I just chain farm them.
Expansion launching events in WoW are very immersive and fun. But short lived.
Philosophy of MMO Game Design
Philosophy of MMO Game Design
Philosophy of MMO Game Design
I heard some mention of blending it into the world,no Rift did not do that at all,sure it happened in the world but that was it.Within Besieged,the repercussions lasted beyond the event.Npc's could be captured and you could later go into the game world and rescue those npc's so they could return to their post and deliver the services you expect.
What really turns me off is that FFXI's Besieged was accomplished for the PS2,yet nothing ever came close in all these big budget PC games.It really told me these developers are just super lazy,bad at developing their own unique content and CHEAP,all they want to give us is linear hand holding questing and instance dungeons.
MOST games only deliver seasonal events,like a Valentines day,Christmas ,Easter events,well FFXI does those as well.I would take FFXI's runner up event "Campaign" over any of these other game's offerings,really sad that one game has two better events than all the other games combined,tells you how lazy they really are.
Then keeping the event within the realm of the world your character resides in seems even tougher to do,as we saw an example of GW2 doing that way out of place super mario land,jump gate.
Never forget 3 mile Island and never trust a government official or company spokesman.
that being said Rift really dumbed them down as time went on, there was a time when invasions would take over cities, it was awesome
Instead they are standing still, decaying.
Public quests were one of the best innovations in MMO design and added a whole new feel to the leveling experience. Players in most MMOs see other people in the same questing area as a nuisance, but PQs turn everybody into allies. Combine it with Public Groups where you can set your group to public and every ungrouped player who enters your area gets an invite, and we had one of the most cooperative gaming environments in MMOs until GW2 came out.
GW2 dynamic events, while generally less interesting and lacking in depth than PQs, took the design to another level. It was no longer a static point on the map where nothing else happened while the PQ was on cooldown. Dynamic events brought the world to life in ways we hadn't seen before. One minute you're happily doing a heart, and suddenly an army of undead are spilling into the hub, and a little while later Krait slavers are abducting townsfolk. Fail to stop them and a new DE pops up to rescue the slaves. Sure, it isn't a system for permanent world altering changes, but you wouldn't notice that unless you sat around in the same spot for 20 minutes and the game isn't designed for you to do that; so don't. Meta events are great. Doing event chains to cleanse the temples in Orr were mechanically janky, but conceptually brilliant.
Rifts were shallow but fun, especially at launch when they were very powerful and would send out roving armies to take over quest hubs, set up their own base and eventually open a new rift. They spread like cancer across a zone if left unchecked. Meta events were great with an entire zone going from peaceful to full on invasions in a matter of seconds. Everything goes dark, the trumpets sound and the sky rips open with dozens of elite rifts with mini-raid boss encounters at many of them.
Fates too often felt out of place, like they weren't really part of the game world. Some were good, but they were mostly somewhere between meh and bad.
In all, I would love for games to copy and expand on these systems. They're a huge improvement over static worlds that we see in WoW or BDO.
They had areas where you could build player run towns but once you started the Blight (enemy NPCs) would start to mass nearby and start having raids and attacks on the area. If it was not defended well enough they could destroy it.
They also have events where you might dig a tunnel or a bridge to open up a new race or area in the game but the Blight would mass and oppose it.
Unfortunately computer tech back then was not up to the task so the game have issues and I think most of the events were run by GMs instead of the game AI but this was in early 2002 or so.
So the game didn't do well and never developed into what it could have been.
It would be nice to see what could be done with something like this today.