Reading various topics, it seems clear to me that while many of you are calling for change, you actually seem to want to tweak the status quo.
You don't seem to want to give up the levels and power gaps that cause the game play to be what it is.
You just want what is to function differently.
Is that right?
Comments
MMOs today? CHANGE, in a heartbeat, but not something entirely different from what I expect an MMORPG to be.
MMORPG's of old, TWEAK. A lot of technology advances and Quality of Life improvements since their heyday.
I'd just like to see the in-game community and actual RPG aspects again
- 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
I look at a thread like the one titled "Why is gear raid locked if a small percentage of players raid"
and everyone wants changes to that system, but not the system itself.
No one wants a change to something different. Just tweaks.
I look at posts about supposed change, and 2 or 3 want to actually change it. Everyone else keeps talking about tweaks to the current design.
"Harder" being the current call.
But almost everyone, to a tee, wants the same levels / Raids / power gaps, etc. game design.
In other words, the same basic game design.
Once upon a time....
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
If it's correct, people can proceed from a better understanding of what they really want.
So instead of saying that you all want a change from the WoW style of games, you can get at the heart of what you really want and say that you want to modify the WoW style of games.
And stop saying that the genre needs change. It only needs modifications.
(That's not what I want. But it seems to be the way things really are. Wish I were wrong about it.)
It would also be very helpful to my chi if I could stop wasting energy on these conversations, and not bring up some false hope for real change when very, very few others actually want that.
Once upon a time....
But considering there is no real quality alternatives then you talk about working within the system. Having something to do end game that would be enjoyable. I enjoyed "raiding" in Anthem and the cranking up difficulty in missions though they could be more than number based. These were are all 1-4 man missions. Too bad the game is super shallow.
Additionally, it can mean change to some things and not to others.
Too many people with too many preferences. You can't really say that most people want the same thing. Most people want different things but are willing to agree on certain points.
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
Drop questhubs for procedurally generated content. If it's going to be generic at least make it unpredictable, personal and solvable. Move away from raids on demand.
Sandbox elements for player city building. Realistic resource control with resource gathering structures like mines and lumber yards.
Try to make option PvP that is meaningful. Random killing and exchanging out post is not meaningful.
Crafting being a valued and varied aspect of the game.
How many of you want to actually change AWAY FROM the leveling* system, the gear over gear system, the stepping stones of level range to level range until you get to an "end game" where new content, new levels, better gear...i.e. the foundation of MMOs these days...is required?
*And by the "leveling system", I'm describing it in the rest of my comment.*
Once upon a time....
IF NOT, then the rest of the items you listed would just be another form of "end game" because the maxed out characters would dominate that game play. Worse, it would leave all other players hopelessly without a say in the outcomes, yet subject to the meaningful effects. (Not a good situation.)
Once upon a time....
I've played good sandboxes, themeparks, Single-Player, Multi-Player, FFA, you name it, so as long as it's made well with fun game play as its core, I'll be good to go!
If the graphics are simple or cutting edge, idgad, make it fun!
I don't want to have to pay to beta test and bug report for dev's either. Get that shit in line before you release it, as much as possible...
We've had too many games needing a good "Redemption Story" lately.
Gut Out!
What, me worry?
Keys, including magical Wyrds of Power, magical items that need to be fitted into slots of some type, even mundane things to do that unlock content (such as figuring out that you need to fill an empty basin in the next room with water from your canteen, clues found in another dungeon or ruin).
This leaves a barrier for our good friends here that we must overcome in order to shine the light. That being how Low Power Gaps can work to be just as much fun as the "Level Grind" types of huge power gaps. That's for another topic.
Once upon a time....
Themeparks, heck, lower the power gaps enough and you get a Sandbox that you can add more Sandboxy content to.
Once upon a time....