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I don't roll on Shabbos!
 Originally Posted by ImaNihilist
The fact is we've gone backwards. "Reinvention" happens be returning to the core gameplay mechanics and features.
Consider the first 3 major MMOs:
Utlima Online - skill based, crafting, open trading, pets, housing, PvP
Asheron's Call - skill/level hybrid, crafting, open trading, PvP, housing (adding later)
EverQuest - level based, crafting, semi-open trading, PvP (limited), bound items
DAoC came a little bit later and brought some new features, but the reality is that after EQ MMOs went into "carebear mode." The model was level based, limited crafting, non-tradeable items, very limited PvP, no housing, no removing NPCs from the environment as pets, etc..
MMORPGs will never be the same. There will never be a game with open PVP or a real death penalty again. Skill-based MMOs were eliminated due to it being "too difficult." Crafting will always be limited to items that are worse than drops. We will always have bound drops to keep people engaged with the PvE element. Every character now has the ability to "teleport" from the beginning.
Back in the UO/AC/EQ days there was so much experimentation. A patch would drop that would fundamentally change the game or economy. The games were hard, time consuming, and rewarding. They took a considerable about of skill at tactics. Today's MMOs, with the exception of EVE Online (which is in a whole different league), are all the same. Destructible environment? Meh.
Now that I have a job, I don't want to come home, sit at my computer, and get grieved by 12 year olds until its time for bed. What I remember of UO is dying and dying and dying. I really enjoyed Asheron's Call and Everquest. I think MMOs need some structure to make them work due to character disconnect. People do things they wouldn't normally do because the only punishment is in a virtual world. That's why full PVP has never worked that well. Just the name sets up the system for failure "Player versus Player" as in everyone is out to kill each other. I always enjoyed the collaborative elements of MMOs, not the kill or be killed systems.
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