Looks cool, and already raised 3x their goal. I don't particularly like the art direction, but should be a good game--tough concept to mess up. I'm honestly baffled that there haven't been more solid attempts to do this. The TCG experience just t…
Originally posted by Loktofeit Originally posted by Everwest
Then I hope you're not one of those who is always complaining about the state of MMO's today, because all you're going to get is more of the same.
You are working on the tenuously-su…
Originally posted by nariusseldon Originally posted by Everwest
Then I hope you're not one of those who is always complaining about the state of MMO's today, because all you're going to get is more of the same.
Oh of course not. And what "more…
Pretty much, levels are extrinsic motivators ("carrots") to distract you from the fact that you're not having fun. Get the next carrot, and at least for a little while, it will feel good! The purpose of levels is to keep stringing you along in thi…
I can't say I grasp why this is so important to some people. Try playing a game like Monster Hunter, and you'll absolutely die at how many locks and stoppages there are. And I love that game, because it requires you to factor those things into you…
I grew up reading the stories in games, so voice acting isn't required for me. (And honestly, I suspect that anyone for whom its a dealbreaker hasn't done enough reading in their life). I generally prefer if it's present, but I'll usually keep the…
Looks like they've already done a significant amount of development, have a robust team, and the concept looks really neat. I hope they hit their goal. Sorry people are you giving you crap about it. A lot of people here have a visceral aversion t…
Originally posted by Loktofeit Originally posted by Everwest 1. Who doesn't care about story? Apparently people who need to play games with better stories.
Do you feel ATITD, Furcadia, Kaneva and Second Life are being remiss in not providin…
Originally posted by Loktofeit Originally posted by Everwest
What you really ought to hope for is a themepark built within a sandbox.
It may be heresy to suggest this here, but "a themepark built within a sandbox" accurately describes …
1. Who doesn't care about story? Apparently people who need to play games with better stories.
2. I don't think levels are necessarily bad (I don't particularly like them), but I more or less agree with what you're saying. Levels are primarily …
Personally I prefer creating games. Honestly I have a hard time even enjoying playing most games--it's hard not to see right through into the design and pick out all of the little (or massive) flaws. I only wish it were that easy with my own work…
Originally posted by corpusc Originally posted by BahamutKaiser
Horizontal progression is never the same amount of power, fundamentally it is suppose to be the same power with different options, but since no unlike options are perfectly balanced…
Besides which, you can't throw together a list of ingredients/features and call it a success. Most of what makes a game successful is abstract behind-the-scenes stuff that your average fan doesn't even talk about, let alone have on their checklist.…
I'd probably be excited for it if it weren't Korean, but thus far have yet to be impressed with a Korean game in any regard other than graphics. I did think that they had the best trailer of any I've seen back when Forbes reviewed upcoming MMOs, an…
To be succinct, I agree with those who suggest that it's a change in the culture. My generation grew up with pretty limited faceless socialization. For many kids today, it's the standard way to interact with others. Many are afraid of socializing…
Originally posted by BahamutKaiser
LOL, I think there are reasonable ways to apply cc, it worked fine in games like GW, and MOBA are all about PvP, I think those are good examples of how to generate CC in a reasonable manner.
The thing about int…
Personally I'm a fan of diagonal progression, but I definitely agree that designers rely far too heavily on vertical progression and far too little on horizontal (for many reasons not discussed yet; hopefully I'll have time to articulate some later)…
Still wreaks of theory to me. They've created a tool, but how does the implementation actually enhance gameplay?
Even with more advanced NPCs, what do you really have? At best, The Sims? No matter how flexible your NPCs are, they're less flexibl…