Author Topic: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Auenwing 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Do you think Blizzard heard all the comments about how wonderful the DK starter zone was and misconstrued that as the players wanted linear questing, phases and an inability to leave the zone until all quests are done?

Totally missing the fact that what made the DK starter zone so amazing was the epic feel of the quests because it was filling in the lore on the backstory of the DKs? That when you walked out, the story line continued in your major city until you talked to either Thrall or the King of SW?


What are your thoughts?

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
My thoughts?  I like where they went with this.  It adds purpose to the game and it makes you feel like you are actually doing something.  Plus, I find the quests far more interesting. 

I hated the old scatter gun approach.

 

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--Syrus-- 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
They are certainly following a trend. All these gimmicky quests, that I do like, but it seems like they have got the message that is all we want.

I've been throwing harpoons, making bubbles, riding sharks, riding turtles ect ect. Sure these have been a lot of fun, but I am hoping this doesn't force them to continue to stream line things as much as they have been.

I do enjoy the streamlined content to an extent, but for how many characters I don't know.

 

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Auenwing 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Mithan, were you part of Beta? (I can't keep track now). How much have you seen so far? I hear what you're saying about purpose.

Do you think they have the balance of directed gameplay right? I think there's a lot to be said for storylines unfolding via phases, some folks love it and others (like my husband) are irritated by the "constant" phasing.

I'm not trying to start arguments out here, just wondering if Blizz swung the pendulum too far with the latest "whizzy" technology and genuinely curious about how folks are feeling about the game so far.

And Syrus, I think you have a point. I know it's too early for me to tell, I'll reserve judgement for 4-5 alts in.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
I do love the new Worgen starter area. I also like all the phasing and directed gameplay in the two new L80 "starter" zones so far, but I do also think there should be a balance. Maybe something along the lines of a "main story line" quest set of chains, and others in the area that are open to you whenever you want to do them (as long as you are the right level) and enough of them you can always skip the "forced serial" and scatter them around. They swung a bit too far with this expansion, though definitely in the right direction. Overall I do applaud the change, but think it could have a bit more balance for playstyles.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
I want a mix. I like how LotrO does it with epic storylines in every area, and side quests to pass the time. There is a balance.

Of course LotrO has other problems, but that is neither here or there.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Auenwing posted:
Mithan, were you part of Beta? (I can't keep track now). How much have you seen so far? I hear what you're saying about purpose.

Do you think they have the balance of directed gameplay right? I think there's a lot to be said for storylines unfolding via phases, some folks love it and others (like my husband) are irritated by the "constant" phasing.

I'm not trying to start arguments out here, just wondering if Blizz swung the pendulum too far with the latest "whizzy" technology and genuinely curious about how folks are feeling about the game so far.

And Syrus, I think you have a point. I know it's too early for me to tell, I'll reserve judgement for 4-5 alts in.


I was a little surprised where they chose not to use phasing considering how overused it was in some places. For instance the new ring of blood type quest is a total mess. It will allow multiple groups to start a boss and once, which will often interfere with other groups or just flat out bug the whole thing and lock everyone out. If ever there was a place that could use some phasing it was the crucible of carnage or w/e.

I was also surprised by the sheer volume of cutscenes in Uldum. During one quest chain in particular you get a cutscene every couple minutes. You'd think the guys making that zone got paid by the cutscene.

 

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IndridCole 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Auenwing posted:
Do you think Blizzard heard all the comments about how wonderful the DK starter zone was and misconstrued that as the players wanted linear questing, phases and an inability to leave the zone until all quests are done?

Totally missing the fact that what made the DK starter zone so amazing was the epic feel of the quests because it was filling in the lore on the backstory of the DKs? That when you walked out, the story line continued in your major city until you talked to either Thrall or the King of SW?


What are your thoughts?


Yeah the DK starter zone has always been great. To which are you refering to?

 

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Auenwing 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
See second post: did they go too far with phasing, et al, do you think they need more balance between directed (main quest lines) and scattered/side quests or do you think it's fine?

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Sprawl-zero1eye- posted:
I want a mix. I like how LotrO does it with epic storylines in every area, and side quests to pass the time. There is a balance.

Of course LotrO has other problems, but that is neither here or there.


This is my take also. I like how zones culminate in an epic story usually now, and how zones have a better meta-story, but even the side-quests being locked into that linear progression is not very satisfying to me. Give us some more freedom with questing than it is now, but not the old school 20 quests in your log, see you next week NPC hub.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
They also need to put activity in areas that are not "phased in". I should not be able to fly ahead in a zone, and see no npcs or enemies. Then when I return after completing a quest, the whole thing is populated. Sometimes this fits, but most of the time, it does not.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
I think they over did it a little but overall it's still better than just more of what they had.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
The way you describe the DK starter zone Auenwing, is exactly how I feel. I love it because it's so well done, an it tells a great story. However I never dreamed that this would be the standard. And I'm not sure what to think about it.
One of the things I always loved about WoW, was that Azeroth felt like a real world. I could go anywhere i wanted, and do anything I wanted. (Ok not really, if I'm lvl 5. But I know that things are where they are, if you know what I mean). Too much phasing, to me it takes a little bit away from that.
But I also agree that it's cool and that the questing is lots of fun.
I'm torn. It is a very good point that you bring up. Right now my fear of phasing is greater than my liking of it. But as you say, one should wait a while and try it out some more. I hope I will learn to like it. Maybe it's just a matter of getting used to it. I hope so.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
While I enjoyed the DK staring quests, they served a purpose...

That purpose was to gear your character, and give you your talent points appropriate for your level, rather than just turn you loose scott free with a "noob" level 58 ish toon.





 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
For those who don't like this, and I like it, you won't like SW:TOR either... tongue

 

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Auenwing 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Sprawl-zero1eye- posted:
They also need to put activity in areas that are not "phased in". I should not be able to fly ahead in a zone, and see no npcs or enemies. Then when I return after completing a quest, the whole thing is populated. Sometimes this fits, but most of the time, it does not.


I agree with your comments on balance and definitely this.

It feels... inconsistent. I think either you should see the zone with mobs or have it be "obscurred" somehow. I don't know. It breaks immersion. Yes, I used the "immersion" word.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
"Directed gameplay" is the worst thing to ever happen to mmorpgs. It's the sort of thing that is thought up by someone who doesn't actually LIKE the first m in mmorpg.

Eventually someone will remember that the real potential in mmorpgs is the ability of the players (plural, and intentionally so) to make their own story. In the meantime we are stuck with a half assed singleplayer/non massive multiplayer experience utterly dependent on the carrot (waffle? haha!) addiction strategy to hold its players.


The_Korrigan posted:
For those who don't like this, and I like it, you won't like SW:TOR either... tongue


I suspect this is 100% correct.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Auenwing posted:
Mithan, were you part of Beta? (I can't keep track now). How much have you seen so far? I hear what you're saying about purpose.

Do you think they have the balance of directed gameplay right? I think there's a lot to be said for storylines unfolding via phases, some folks love it and others (like my husband) are irritated by the "constant" phasing.

I'm not trying to start arguments out here, just wondering if Blizz swung the pendulum too far with the latest "whizzy" technology and genuinely curious about how folks are feeling about the game so far.

And Syrus, I think you have a point. I know it's too early for me to tell, I'll reserve judgement for 4-5 alts in.
Yes I was in the beta. 

The quests are far better than they have ever been.  They draw the player in more, they are more fun, they have more story arch purpose, etc, etc.

Linearity is a draw back to the design method Blizzard has taken, however the next evolutionary step in this is to add CHOICE.

I would like to see them offer branching quest lines in the future where you can select alternate paths or even alternate conclusions.  So say they ask you to save some person, well you would be able to say "screw that" and then there would be some consequences later on for that action.  Games like Oblivion/Fallout do this and it works reasonably well, and I would like to see it in WoW in the future.

However overall, I am very happy with the quest style they have added.

Now instead of running around to random quest hubs that have aboslutly no purpose, I can at least do it for some overall story arch purpose. 

Syrus complains "I dont know if I will like it after 4 or 5 alts".  Ask him if he liked the old world stuff after 4 or 5 alts any better, chances are he liked it even less.  I know I did.

 

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Auenwing 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Mithan, thanks for responding. I understand your viewpoint and agree that "CHOICE" feels like the thing that's needed.

Having a dynamic quest line that affects you later by the choices made earlier would be wonderful from a story-telling/RPG character growth perspective. And somehow I can't see Blizzard adding that without issues. They seem to be focused on end-game. You never know though. If it's successful in other games, we could see it incorporated.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Little bit of a misquote there Mithan. happy

Anyway I didn't mean to make it seem like I was unhappy with the current system. I actually said in another post that I like how it feels like you are actually progressing a story line and not just doing random chores for people.

It would be cool as you say if it was a little bit more like a choose your own adventure novel, and I think that Blizzard is laying the ground work for something like that in the future if they desire.

 

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-Mithan- 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Auenwing posted:
Mithan, thanks for responding. I understand your viewpoint and agree that "CHOICE" feels like the thing that's needed.

Having a dynamic quest line that affects you later by the choices made earlier would be wonderful from a story-telling/RPG character growth perspective. And somehow I can't see Blizzard adding that without issues. They seem to be focused on end-game. You never know though. If it's successful in other games, we could see it incorporated.

It wont happen now, but it may for the next expansion in 2012.  Who knows.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
It would require some serious thought put into it, especially when deciding if certain npc's live or die. Or if you could decide to save a town from an attack, or let it burn.

I think the phasing that they are using now is just testing out what it is truly capable of, I'm hoping and guessing that there will be more finesse in future application of it.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
--Syrus-- posted:
It would be cool as you say if it was a little bit more like a choose your own adventure novel


I think the fact mmorpgs are devolving to "choose your own adventure", considering the wide range of rpg and crpg they actually have access to, is the most revealing thing at all.

And people actually think this is a good thing. Do they even LIKE rpgs?

What a waste of the genre.

plain

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
I'm not a fan of the directed gameplay approach. To me it feels like I go into a tunnel at 80 and pop out the other end at 85. I'd much prefer some variety and choice of path to take.

 

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I do not like any kind of gated questing. I can understand having to do something for keys, etc. but they have all but done away with that.

I was stuck in Hyjal for awhile because of the jousting questline. I was not able to complete it because I suck at those kind of quests (old eyes and senior moments).

I decided to backtrack and do the Deer Me quest and it opened up the road south and boy was I happy because I thought it was either do the Wave One, Two.. etc. or log out and forget the game.

My biggest complaint is the npcs doing the quests for me sad The most disappointing one was the Battle for Undercity.
It was such a fantastic storyline and quest but at the end I hadn't really DONE anything and it spoiled the immersion for me.

Now they have leaned towards fight areas with npc's helping on every turn and I feel that they should be paying me to help them. Don't get me wrong because they do a fantastic job of avatar/sequence/sync but in my opinion it is overdone.

Oh and yes, I think the gated quest system is very much overdone.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
I was not able to complete....because I suck at those kind of quests (old eyes and senior moments).
============
hear! hear! there's a few quests that switches into arcade mode. 
blizzard has to understand that not everyone have normal hand/eye coordination.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
WoW has always been a theme-park game (emphasis on fun experience, as opposed to choice which is emphasized in sandbox games), and these new story questlines are just an improvement on that theme. It's what WoW does best, so why not improve on it.

Also, (as I heard mentioned by another poster) this is all a pre-emptive move against SW:ToR.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
One interesting and nice side effect of the phasing is that it's very inefficient to mine/herb in an area you haven't completed yet, completely screwing the gold farmers. I love that side effect. The more we screw those account thieves, the happier I am.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
i HATE it. i don't like being forced to do long boring quest chains just to enter or leave a zone. i want to be able to go and come as i please. its so stupid the way it is now.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Shenron_ posted:
i HATE it. i don't like being forced to do long boring quest chains just to enter or leave a zone. i want to be able to go and come as i please. its so stupid the way it is now.


Well you don't HAVE to do the quests..

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
The_Korrigan posted:
One interesting and nice side effect of the phasing is that it's very inefficient to mine/herb in an area you haven't completed yet, completely screwing the gold farmers. I love that side effect. The more we screw those account thieves, the happier I am.


Agree 100% with this.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
I have two major problems with this new "system" Blizzard is using.

1. It's very easy to get off-track in a quest chain and not realize you missed something. I was running my first toon through Mount Hyjal and one guy sends me to another and on and on and I finally get to a spot where ... there is no other quest indicated. I look at achievements and I am on something like 76 of 115 (or however many quests there are). WTF?

So I start backtracking, and I notice there is an achievement for bouncing on the trampoline. I had seen this just by happenstance when mining in the area. I go back there and see a guy lit up with a quest to save the bears in the trees. And that sets me on another line. But there was NO quest telling you to go to this guy ... he is just tucked up in a corner and if you don't start when he offers you dead end.

2. The lack of much in the way of random choices means this is going to get boring fast if you like ALTs.

By comparison ... I was working on my 58ish warrior just before the expansion hit. At 60 I took him to Outlands. As you go from 60-62 there are tons of different options for quests ... Zangarmarsh, or Terrokar Forest ... and you only need to do a small portion of the quests and you level out and move on. Just a whole lot of options.

In Cataclysm there just don't seem to be that many options, and many of the options are hidden by phases.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
--Syrus-- posted:
Shenron_ posted:
i HATE it. i don't like being forced to do long boring quest chains just to enter or leave a zone. i want to be able to go and come as i please. its so stupid the way it is now.


Well you don't HAVE to do the quests..


i mean like how you can't enter deepholm/tol borad without doing quests....can't leave dk starter zone, worgen/goblin zones, etc. without doing a ton of quests...things like the water mount in vashjir being almost a necessity to even navigate that zone, but gotta do all those quests to get it...all the dumb cutscenes and scenes you can't skip during quests

 

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-Mythril- 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Gidgiddoni posted:
I have two major problems with this new "system" Blizzard is using.

1. It's very easy to get off-track in a quest chain and not realize you missed something. I was running my first toon through Mount Hyjal and one guy sends me to another and on and on and I finally get to a spot where ... there is no other quest indicated. I look at achievements and I am on something like 76 of 115 (or however many quests there are). WTF?

So I start backtracking, and I notice there is an achievement for bouncing on the trampoline. I had seen this just by happenstance when mining in the area. I go back there and see a guy lit up with a quest to save the bears in the trees. And that sets me on another line. But there was NO quest telling you to go to this guy ... he is just tucked up in a corner and if you don't start when he offers you dead end.




yes there is. Female centaur type in the quest zone just to the SE sends you there.

 

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Auenwing 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Shenron_ posted:
--Syrus-- posted:
Shenron_ posted:
i HATE it. i don't like being forced to do long boring quest chains just to enter or leave a zone. i want to be able to go and come as i please. its so stupid the way it is now.


Well you don't HAVE to do the quests..


i mean like how you can't enter deepholm/tol borad without doing quests....can't leave dk starter zone, worgen/goblin zones, etc. without doing a ton of quests...things like the water mount in vashjir being almost a necessity to even navigate that zone, but gotta do all those quests to get it...all the dumb cutscenes and scenes you can't skip during quests



And yes this post ^^^ is why I asked. Does it feel overdone?

Unfortunately for all the artwork guys, on my 2nd alt, I've taken to hitting the escape key for those cutscenes.

I can't come back and complain about lack of story telling now, can I?


Somebody in another thread mentioned camera problems and disconnects with them, my guildmate is having the same problem. He's rather annoyed.


For now (kind of first impression) I DO have the feeling I'm in a railcar, hurtling down the track towards the end-game drop at the end of the line, instead of out exploring a vast new continent the way TBC and Lich King were laid out. I think it's a more-focused tunnel-vision kind of feeling because the zones I've been in so far feel condensed and crowded. Somebody else called it a cattle-chute. That's a good description for how it feels. Don't know if familiarity with the quests/zones will ease that feeling later as I get a better understanding of whether there are options I'm not just not aware of at the moment.

 

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Stonemane2 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
I may be in the minority here, but I actually like the phasing aspect of the game. It feels like MY actions are having an impact on the game, rather than being the 1 millionth person to find Mankrik's wife. I think its cool that you can be defending a settlement in one phase, then helping it rebuild in another.

Now this does also create the feeling of being "cattle herded" as some are saying, but to me - the positives slightly outweigh the negatives in this case.

 

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The_Korrigan 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
An example... in Hyjal, you are driven along a path you aren't forced to follow. You can do any of the shrines in any order you want. The quest givers just give you one path so idiots who can't read or explore are able to find their way.

Otherwise, if you really don't like the direction of the game... there are other crappy MMORPGs to play beside this good one, help yourself wink

EDIT: I also 200% agree with both Stonemane2 and also Mithan.

 

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SunnyDelight 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
The_Korrigan posted:
An example... in Hyjal, you are driven along a path you aren't forced to follow. You can do any of the shrines in any order you want. The quest givers just give you one path so idiots who can't read or explore are able to find their way.

Otherwise, if you really don't like the direction of the game... there are other crappy MMORPGs to play beside this good one, help yourself wink

EDIT: I also 200% agree with both Stonemane2 and also Mithan.



Agreed

 

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PallyDog 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
I like it. I always enjoyed the questlines that had a story to them better than "go kill 10 troggs and get some cheesy gloves that aren't as good as that one pair that dropped off the 5th trogg"

 

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PallyDog 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Gidgiddoni posted:
I have two major problems with this new "system" Blizzard is using.

1. It's very easy to get off-track in a quest chain and not realize you missed something. I was running my first toon through Mount Hyjal and one guy sends me to another and on and on and I finally get to a spot where ... there is no other quest indicated. I look at achievements and I am on something like 76 of 115 (or however many quests there are). WTF?

So I start backtracking, and I notice there is an achievement for bouncing on the trampoline. I had seen this just by happenstance when mining in the area. I go back there and see a guy lit up with a quest to save the bears in the trees. And that sets me on another line. But there was NO quest telling you to go to this guy ... he is just tucked up in a corner and if you don't start when he offers you dead end.

2. The lack of much in the way of random choices means this is going to get boring fast if you like ALTs.

By comparison ... I was working on my 58ish warrior just before the expansion hit. At 60 I took him to Outlands. As you go from 60-62 there are tons of different options for quests ... Zangarmarsh, or Terrokar Forest ... and you only need to do a small portion of the quests and you level out and move on. Just a whole lot of options.

In Cataclysm there just don't seem to be that many options, and many of the options are hidden by phases.


Actually there is. It's very easy to miss though. I had the same problem. There is a quest that sends you to/thru the trampoline area, the problem is the quest doesn't open until you save the furry little animals. I think Blizzard thoguht the "priority" numbers on quest tracking would take care of that. And do the Bounce! achieve before finishing The Belssing of Aessina or w/e it is where Normodu give the Heart of hte Forest ot deliver. Once you phase you can't complete the achieve. I'ts bugged.

 

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Arunne 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
As with pretty much everybody has said, it has its good and bad sides.

The one thing that makes me batty is the bugs when your doing phased and cut scene stuff. Like when you do the caravan quest into Uldum. Both my wife and I got stuck once the cut scene stuff was done. We couldnt move. We both had to relog to be able to move out of the cage.


I also got stuck in Hyjal till I found the quest by the trampoline. I was like I can't be done yet. I was 83 so I left and went to the next zone. Last night I went back to skill my herbing and mining and found the quests I missed and started doing them.

 

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kyrv 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
An age old problem with these games is - how does make each player, one of thousands on a server, feel special and unique and a hero?

There's no great answer to this. The phasing and stuff WoW is doing is one such way. I kind of like it, but it's not original WoW so while this would (will) feel natural in a Bioware game, it's a fairly big shift for WoW.

Obviously some players will like it and some won't. I like it, I think Aun asks a fair question, is it overdone, and how does this affect alts?

I would have to answer, if it's done well, which so it appears to be, I can't complain too much.

 

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Foojo 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
I rather like the quest/zone design changes. So I don't think they did miss the picture. I don't really think of it as "directed gameplay". I look at it as consolidation and efficiency. Sure they tell you what zone to head to next, but they did that in the past as well. From what I can tell, you can head to any level appropriate zone, and pick up quests. I have headed to areas out of sequence, and was able to start questing there if I was high enough.

Edit: This comment was about leveling alts, not the 81-85 content.

 

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Ardenwolfe 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Agreed, I love the change. It feels more story-driven than random-acts-of-kindness. Maybe it's just me, but that guy standing in the middle of nowhere waiting for a hero to come and save his cat from the tree doesn't make much sense.

The guy who sends word to Stormwind for help because his cat is stuck in a tree and the local constable directs you there because you're a so-called hero does.

Yes, yes, bad example, I know, but everyone loves pussy . . . cats that is.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
PallyDog posted:
I like it. I always enjoyed the questlines that had a story to them better than "go kill 10 troggs and get some cheesy gloves that aren't as good as that one pair that dropped off the 5th trogg"


Well said, Pally, well said. applause

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
--Syrus-- posted:
If Ghostcrawler posted here, which poster would you accuse first of being him?



Sociop posted:
Ghostcrawler is, whats the word I am looking for, arrogant, pompous, perhaps egotistical in the way he comes across when he posts on the official forum that he would stick out like a sore thumb.


The_Korrigan posted:
An example... in Hyjal, you are driven along a path you aren't forced to follow. You can do any of the shrines in any order you want. The quest givers just give you one path so idiots who can't read or explore are able to find their way.

Otherwise, if you really don't like the direction of the game... there are other crappy MMORPGs to play beside this good one, help yourself wink

EDIT: I also 200% agree with both Stonemane2 and also Mithan.



Ohh Ohh Ohh !!! GC Sighting!!!!





 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
laugh

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
I am not a fan of the linearity or the phasing. Also, some of the quest rewards don't make sense. You are doing a chain and right off the bat you get your choice of blue gear. Then later throughout the quest chain it will offer you that same gear but in green and lower item level. But there would be no way that you missed the piece that was blue because the chain is linear.

 

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Urk_VN 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
TLDR version: The phasing stuff is nice in lower level areas, but most people won't get/want to see them, which kind of sucks.

You know, I have mixed feelings about this. I've done a little bit of the new lands, but then decided to park them for a few days to let the leveling craze die down slightly, and instead worked on some lower level alts. I made a worgen druid even though I already have a night elf druid, but I wanted to experience the worgen stuff, which I found pretty interesting, and had to remind myself a few times that it's sort of a prequel of things that happened just before cataclysm (sort of like the death knight scenario).

Another thing I liked is how fast leveling is now. I've noticed many people already hit 85 within a few days of the expansion releasing, and on top of that, it doesn't feel too much like leveling anymore, if you're questing anyway. I hit 31 on my druid and finished darkshore and ashenvale, and started a few quests in stonetalon mountains.

I then played a 41 priest, and did quests in Western and Eastern plaguelands and managed to get to 45 in a few hours. I like the changes they made, and it seems to flow better, story-wise. Most quests don't feel like "go kill 10 animals" anymore, even though they're still basically the same, and the phasing stuff changing the landscape slightly as you advance feels nice too.

I then played my 53 hunter, and went to Felwood. I saw a lot of interesting quests there, including one where you watch Illidan as he rises to power and eventually gets corrupted (and it didn't dawn on me that I had to help him fight those mobs until I failed the quest when he died fighting Arthas lol). The questing is largely like Outlands and Northrend in that you do some quests in one hub area, then they send you to the next area, and the stories in the quest for the most part are interesting (although as Alliance it sucks in that Horde seems to be claiming a lot of territory, such as Southshore and Silverwind Refuge). I then did Winterspring, and noticed they have a mini-STV like hub area where you have to kill x amount of animals, then another x amount, then a named mob. I also did a quest where I had to find a machine called "Echo 3", then when I found it, the screen blacked out, and when it came back, I was upside in the cave with a giant yeti coming at me, and had to break the ice out (lol, Empire Strikes Back homage, and no I didn't get to cut its arm off or run out the cave because I had to fight my way out lol).

You know what my biggest gripe is? That despite all these zones being redone (fairly well too I might add), the vast majority of players will never experience it. Mostly because their alts are all high levels, or they have no interest in making a newbie character, so many players will never get to see some of the cool things like I just mentioned. New players will, but only if they go to those zones. So that's kind of a drawback to having too many zones to choose from. Yeah, you can always go to those zones and do low level questing, but most people probably won't.

 

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Auenwing 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Urk, nice post.

Yeah, even though I've got a lot of 80's, I still have a bunch at different levels scattered from teens through 70ish.

I went back to some of the lower zones (rolled another pally from scratch to tank for my guild when they are ready to do deadmines). And I was left unsettled with some of the zones half-redone and other parts left untouch. NPCs there had been advanced in storyline and I wondered how many new players would even understand references (example: guard thomas in red ridge, most of westfall, corporal Keeshan, etc.) I wondered if those new story lines could stand alone without earlier game experience.

Guildmates and I have been talking about this topic since I started the thread and we're still trying to sort it out. We have at least collectively reached the conclusion that the cutscenes actually disrupt the feel of immersion for us, that it has an LotRO-chapter-movie feel which from a storytelling viewpoint might work for a lot of players. It leaves us wanting the more seamless experience we had exploring Vanilla. (Kyrv nailed that one right!)

We did agree however, that phases and evolving storylines and one or two cutscenes work beautifully in starter zones.

Where we start to get cranky is when we feel like: "your reward for playing an MMO and turning in a quest is you get to see a little movie!" Expecially when the cutscenes feel "gratuitous" (oooh, watch Harrison Jones climb a statue) which (we think) do nothing for the game or the lore.


-still probing the sore-tooth feel


edit: please note these are initial feelings about the "customer experience"

 

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st0rmie 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Broken_Kayfabe posted:
I think the fact mmorpgs are devolving to "choose your own adventure", considering the wide range of rpg and crpg they actually have access to, is the most revealing thing at all.

And people actually think this is a good thing. Do they even LIKE rpgs?

Well in pen & paper RPGs, if the GM designed and planned something, then by god, it was going to be used. If MMOs want to follow this route they just need to be as good as human GMs at hiding the inevitability of the linear storyline. happy

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
GutterSludge posted:
While I enjoyed the DK staring quests, they served a purpose...

That purpose was to gear your character, and give you your talent points appropriate for your level, rather than just turn you loose scott free with a "noob" level 58 ish toon.



This. I agree that phasing was probably necessary in the case of the DK for the reasons you cited. I don't see any reason for it to be necessary for, say, a level 1 worgen or goblin, not to mention a level 80 character of any race/class.

I like the open-world feel you get with MMOs. I don't feel like I'm getting that with phased questing. Take the starter area for worgen on PVP servers, for example. I understand *why* they're doing it, and while I hate the idea of griefers baseraping the starter areas, that's part of playing on a PVP server.

To me, phasing/linear quest lines should be a means to an end, as we saw with the DK starter zone, not a matter of course.

 

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Broken_Kayfabe 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
st0rmie posted:
Well in pen & paper RPGs, if the GM designed and planned something, then by god, it was going to be used. If MMOs want to follow this route they just need to be as good as human GMs at hiding the inevitability of the linear storyline. happy


But forget the difficulty in producing enough content for a moment. What was it most of us old-timers liked about P&P RPGs? That the PLAYERS made the story by deciding what they wanted to do and where to go and what to do when they got there. The players made the story.

The players made the story in UO, too. And EVE. Two sandbox mmorpgs that no one has tried to replicate because it's too hard, not enough devs up for the challenge. Easy examples.

But the players made the story in EQ, too. And in DAoC and AC. Using an EQ example, when you decided to haul yourself out to Befallen and see if you could kill Llrod, it was your idea to do that and you made the story. When you fell down the well and died and had to beg your guild for help to get your corpse back (and pretty much everyone did this at least once), it was still your story. Everyone involved was making their choice in what they wanted to do. When you heard that you were going to go kill the giants in Kael rather than the dragons in ToV because you wanted to be liked by the dragons instead, you were making the story.

But this "directed gameplay", you're not making the story anymore. You're playing someone else's story. It's like the bad "railroad" DMs of the past. "No, you can't do that, you do this instead." The DM (typically) was so enamored with his story that he walks the players through it rather than give them the freedom to make their own.

 

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Auenwing 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Yes, I didn't join WoW to play someone else's story. I sound like a broken record saying I want the open-world feel back.

However

it occurred to me, in a game that has so much diversity of playstyle, that promoted itself that way has now (apparently) devolved down to basically one path through the game which feels restrictive. If you solo, have always solo'd, the new changes (storyline cattle chute aside) are wonderful. It's laid out linear, you know what to do. Quests are bunched together for you without excessive travel. You go on your merry way. That part is great.

Trying to group up with guildmates has some irritating obstacles.

So it looks like:

Solo through directed questpaths (for the most part)
Join PuG for Dungeons
Endgame

And you can say it was that way through most of LK, but it wasn't. Until hitting parts of Ice Crown, I could come out with a character and group up with my guildmates easily. I could walk into a lowbie zone and help out with a slightly higher character. I could go back with a character that had done all the quests in any zone (those few IC ones aside) and team up with a guildmate who had not done them. Now I have one character that I've halted playing because I don't want to get out of sync with guildmate. I can't group up with another in Westfall until they go through the quests. Another guildmate wants to come out and join us as well but he is in another phase.


-Still trying to adjust

 

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Auenwing 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
double post that was supposed to be an edit. blush

 

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kyrv 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Auenwing posted:
Yes, I didn't join WoW to play someone else's story. I sound like a broken record saying I want the open-world feel back.

However

it occurred to me, in a game that has so much diversity of playstyle, that promoted itself that way has now (apparently) devolved down to basically one path through the game which feels restrictive. If you solo, have always solo'd the new changes (storyline cattle chute aside) are wonderful. It's laid out linear, you know what to do. You go on your merry way.

Trying to group up with guildmates has some irritating obstacles.

So it looks like:

Solo through directed questpaths (for the most part)
Join PuG for Dungeons
Endgame

And you can say it was that way through most of LK, but it wasn't. Until hitting parts of Ice Crown, I could come out with a character and group up with my guildmates easily. I could walk into a lowbie zone and help out with a slightly higher character. I could go back with a character that had done all the quests in any zone (those few IC ones aside) and team up with a guildmate who had not done them. Now I have one character that I've halted playing because I don't want to get out of sync with guildmate. I can't group up with another in Westfall until they go through the quests. Another guildmate wants to come out and join us as well but he is in another phase.


-Still trying to adjust




Bioware said, and we'll see, but that people would be able to group with you, from what they said there would not be restrictions. Blizzard, like with the vehicles and arena, they come up with something and aren't happy if they aren't ramming it down people's throats. Giggety. They've done this with phasing in my opinion.

I have mixed feelings on it, mostly though for a MMORPG like WoW I'm not a huge fan, also partly it's a bait and switch and a kind of stealth nerf. It's not intuitive what you need to do in a MMORPG (emphasis on massively) to actually group with other people. LOTRO has story lines and solo quests, those are mostly in the epic lines, and clearly marked. There aren't entire zones. If you questing in zone x, your friend can join you.


" Two sandbox mmorpgs that no one has tried to replicate because it's too hard, not enough devs up for the challenge. Easy examples."

Link? I mean this just sounds totally made up. Is it possible players get home from work or school and want things to do, not to try to figure out things to do? I think my guess is more plausible, and displayed as a guess and not just a made up pronouncement. While sandbox players, and I mean pure sandbox, are quite vocal, they are in the minority it seems. And doesn't appear to be close.

I'm not certain a sandbox game is harder. In some ways probably, in many ways it's obviously easier. A fair amount of dev time is devoted to quests, quest logs, quest npc's, quest dialogue, quest rewards, etc.

 

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Urk_VN 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
TLDR: Now that I think about it, I had a lot of fun coming up with my own stories/events in UO. But I still enjoy WoW even if they don't offer the same level of creativity.

Now that you guys and gals mention it, I do remember coming up with stuff when I was playing UO back in the day. In UO, guards in the town could 1-shot players (if they were acting up in Felucca, the PvP zone), or monsters if they chased you into town. But once in a while, they would disable that, and monsters would also spawn in the towns. UO didn't have a chat system then, so if you wanted to stay in touch with someone in the game the best way was with ICQ, a messaging program (think Teamspeak but you type messages instead of talking).

I formed a minor group within my guild, and we all wore similar outfits and rode similar mounts, and we would go into the city in an attempt to "liberate" it. While we never really could (the mobs would continually respawn till the event was over), it was still kind of fun to do that, and I got a surprising number of guildies to do that.

Another time, I organized something with my GM. There were two major zones in UO, Felucca and Trammel. Felucca was free for all PvP (except in towns), and Trammel was the exact same lands, but it was PvE only, unless you were at war with another guild. You could also attack/kill your own guildmates though as well, which you can guess led to some people screwing with others by killing them then leaving the guild to avoid retribution beyond a bad rap.

There was a bug (or maybe feature?) where if you wore a certain outfit (or it might've been an orc helmet), a high level spell could then 1-shot you. On top of wearing the mask though, certain monsters became friendly to you as well. After one guild meeting, I went and killed the GM, then mocked the guild, and ran off to the dungeon. I had some other guildies helping out acting like mooks, while I stood in the back of the dungeon with two dragons pet as the "boss" (back then you could have up to 5 dragons I think, then they nerfed it to one at most). My buddies were ICQ'ing me that there were a lot of guildmates who were pissed off at me and they were storming the dungeon, killing the mobs and the other players acting as my minions. When they got to me though, I was a bit too tough and they ended up dying.

Shortly afterwards, the GM told everyone that this was all part of a game I had came up with, which he also liked because it sounded like fun. The other members were relieved, thinking that I had gone rogue and wanted to screw them over. But we planned similar games in the future, such as using ranged weapons in the maze area and playing a sorta Team fortress by wearing the same color suits and all.

Now, how it relates to WoW, one thing that was sort of similar was the opening of Ahn'Quiraj (spelling?), where everyone had to gather materials in order to prep for the attack when the doors opened up. I wish they had more stuff like that going on from time to time to change things up a little. You know, create a lesser demon and have him cause trouble in various regions (based on level so multiple peeps could take part), and then have players help contribute to defeating it other than simply going into an instance and beating up the boss for phat lewtz yo.

Maybe have people gather materials to help make a super siege weapon or lots of tanks and then have players do a phased area where they take part in attacking the big bad's fort/army. I would love to see a bunch of players on mounts taking off from an airship like the one's in Icecrown, in order to do an aerial assault on the demon's ships, while ground forces in tanks and on foot hold off the demon's army. And as players retake areas that the demons took, it changes back to normal.

Or does this idea make too much sense, and therefore shouldn't be done, lol?

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
now that i entered uldum i also am getting sick of these retarded "cutscenes". they are so horribly done. no sound, stupid comic book chat bubbles, and 90% of each scene is just them standing around like idiots while the camera twirls around them. at least some of the ones in the earlier zones had voiceovers. it reminds me of age of conan how the starter area had full voice overs and production value then all the later zones were just text.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
OMG, I just did some quests in Badlands, and whoa, there is some really, really hilarious ones there. There's a giant scar in the land, and three NPC's (probably drunk) tell you how Deathwing did it, and how they each dealt with him. You get to control each NPC and what they did, and man, the quests are really funny laugh

You get to quest with the Lost Vikings too grin

Again, I have a feeling most people won't get to see that stuff, but for the ones that do, it's nice to see them do some stuff like this.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Broken_Kayfabe posted:
The players made the story in UO, too. And EVE. Two sandbox mmorpgs that no one has tried to replicate because it's too hard, not enough devs up for the challenge. Easy examples.
Replicating UO has nothing to do with difficulty. If anything, it's easier to replicate UO than WoW, way less resources needed.
Why nobody replicated it is simply because the EQ clone model works better financially.

In your opinion, if the management of a company about to make a MMORPG is presented with two choices:
1) "we can make the game sandbox oriented, like UO"
2) "we can make the game level/class/quest based, like EQ"
"Be warned that model 2 will most likely produce at least 4 or 5 times more income than model 1, as it has in the past".
What choice will be made by the money people?
Obvious...

Anyway, this discussion is irrelevant when we talk about WoW, which is based on the EQ Clone model since day one. It would have been almost impossible to turn it into a more sandbox oriented game, both technically since the game is not meant for that, and also commercially, since it would have alienated a big part of the player base who play WoW to have more WoW, and not to have the game changed into something radically different. The choice of phasing is therefore great to be able to tell a story and make the player feel he changes the world in the very rigid EQ Clone model, allowing everybody to be "the hero".

And Blizzard thanks you for your monthly subscription and keep on going forward with its model that doesn't need any proof of working anymore since it's still the most successful MMORPG, making new record sales with its new expansion.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
The_Korrigan posted:
Broken_Kayfabe posted:
The players made the story in UO, too. And EVE. Two sandbox mmorpgs that no one has tried to replicate because it's too hard, not enough devs up for the challenge. Easy examples.
Replicating UO has nothing to do with difficulty. If anything, it's easier to replicate UO than WoW, way less resources needed.
Why nobody replicated it is simply because the EQ clone model works better financially.


Does it? Seems every mmorpg after WoW trying to do the same thing as WoW (the EQ clone model) fails utterly. And many before WoW as well.

Devs should realize that you won't get much of a share of the pie if you do something someone else has already done, with a built-in playerbase and a much bigger budget. Seems the most successful western mmorpgs outside of WoW are the ones that try NOT to do things like it.

But, of course, not every dev gets that. Or, more accurately, the investors they woo for their budget don't. It's far easier to go "look, here's WoW's numbers, we'll do things like them and get a piece of their pie" than the alternative - even though it doesn't actually work that way!

The_Korrigan posted:
In your opinion, if the management of a company about to make a MMORPG is presented with two choices:
1) "we can make the game sandbox oriented, like UO"
2) "we can make the game level/class/quest based, like EQ"
"Be warned that model 2 will most likely produce at least 4 or 5 times more income than model 1, as it has in the past".
What choice will be made by the money people?
Obvious...


Yes. You sum up the investor argument well. The problem is that last sentence - it doesn't actually work that way in practice. But it's hard to show an investor that, because it DID work that way for WoW (and EQ). There is certainly room for ONE extremely successful mmorpg using that system... but after that? How many mmorpg failures are we at since WoW released now? Meanwhile, the ones that go a different direction continue to defy expectations - EVE is still the only mmorpg to constantly grow in size since it was released, and that despite some really REALLY major technical problems in certain aspects.

The_Korrigan posted:
Anyway, this discussion is irrelevant when we talk about WoW, which is based on the EQ Clone model since day one. It would have been almost impossible to turn it into a more sandbox oriented game, both technically since the game is not meant for that, and also commercially, since it would have alienated a big part of the player base who play WoW to have more WoW, and not to have the game changed into something radically different.


I agree with this, WoW was never intended to be a sandbox game and would not be convertable to one now. That doesn't mean they have to keep going even further to minimize player options, though. "Directed gameplay"? Feh.

The_Korrigan posted:
The choice of phasing is therefore great to be able to tell a story and make the player feel he changes the world in the very rigid EQ Clone model, allowing everybody to be "the hero".


It is sad that those who feel that way will probably never get a chance to feel what it is like when it is real, not an illusion. I think those that do are the ones that comprehend how empty the "change the world by phasing, just like everyone else changed it" paradigm feels.

The_Korrigan posted:
And Blizzard thanks you for your monthly subscription and keep on going forward with its model that doesn't need any proof of working anymore since it's still the most successful MMORPG, making new record sales with its new expansion.


Blizzard gets no money from me. grin Your argument works for the past elements, but these ones? Only retention will have the final say on that.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
You let your emotions and your personal desires (aka "I want a sandbox MMORPG") precede hard facts once again, that's why all this little anti-wow anti-blizzard speech you repeat all the time doesn't hold water and makes no sense.

By the way, if you want a sandbox MMORPG so hard, why don't you play Darkfall, or Mortal Online, or hell, Eve? How comes those first two games failed too?

This said, if you want something that can end as UO2, watch this game: http://www.dawntide.net/
I've been trying them all, and it's the closest I've found so far, way better than DFO or MO. Sadly, it's not finished, so it can end like crap, like all others.

And the failures of non-WoW games have nothing to do with the EQ Clone model being bad - it's due to those games sucking bad, making design mistakes WoW didn't make, or just being a steaming pile of bug ridden crap. A bad imitation will always lose against the model. Games like e.g. Vanguard could have easily taken a big portion of WoW's market if the technical realization of the game hadn't been so bad.

Now don't get me wrong. I'd LOVE to see a successful, or at least a good game, that's doesn't follow the EQ/WOW clone model, but manages to make an "UO2" instead. That's why I'm following games like dawntide. The game doesn't have to get 12M players, it just has to be good enough so that enough player, notably oldtimers who enjoyed UO, join and stay, making the game viable financially. But I'm also realistic, and don't expect any major game studio to make such a game. If such a game ever comes, it will be a smaller independent studio which will take that "risk", not a major, which reduces even more the chance that such a game ever makes it to a playable state good enough to be sold, and more important, to be bought and played on long term.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
If you are replicating UO, make sure that are plenty of trees to bump into and get caught on.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
The_Korrigan posted:
By the way, if you want a sandbox MMORPG so hard, why don't you play Darkfall, or Mortal Online, or hell, Eve? How comes those first two games failed too?


I DO play EVE (though very casually until they fix their issues with heavy system loads). I wasn't interested in Darkfall. I've never even heard of "Mortal Online".

(P.S. I went and looked it up, and I have to thank you for causing me to do that, for I otherwise never would have found this review gem:

some review website posted:
Now the model files for the characters aren’t bad, but I didn’t really understand why there was a need to add fully detailed genitalia. Was an anus really necessary? Seriously? In result, a lot of gamers run around, buck naked, killing newbies.


Which made me LOL...)

The thing is, it's like the Myst example again. The few games out there trying the sandbox route don't really know what they have. They have a new genre with endless possibilities but they don't know what to do with it. It's not enough to just turn the players loose, turn on ffa pvp, and say "have at it boys". You need to give the players the tools to make it work, too. In EVE, it's the sovereignty system, and even that is just a barebones glimpse of what is possible - and no other game has taken that next step. A game like Shadowbane sounded like they had the right idea, early in their development, but it fell apart long before it released and it, like the few others that went that way, didn't give the players the tools and draws.

No game has been the UO version of WoW's EQ (pre-Trammel UO). Take what works, polish it up, add to it, and take it further.

But I think devs can only beat their heads against the wall so long. Eventually it HAS to occur to some that have an actual budget and talent behind them that trying to out-WoW WoW isn't going to work until after it jumps the shark itself, and by then their new mmorpg will come out. The little guys like Dawntide like you mentioned (why are all these little sandbox mmorpgs Scandanavian anyways?), I always hope the best for them, but giving the tools and the motivations for a sandbox game without losing the sandbox is not easy, not easy at all (as I mentioned before), and a major misstep spells doom for the feeling the targeted playerbase is after. It makes it hard for a little guy to succeed because money does buy talent - or at least enough people to mitigate the mistakes. It also has huge effect on the technical side, where I think WoW's budget really shines - that engine WoW uses performs like a champion.

The_Korrigan posted:
And the failures of non-WoW games have nothing to do with the EQ Clone model being bad


I didn't mean to suggest that, I simply mean there isn't room for more than WoW in the market for the EQ clone model, technical failures or no.

The_Korrigan posted:
- it's due to those games sucking bad, making design mistakes WoW didn't make, or just being a steaming pile of bug ridden crap. A bad imitation will always lose against the model.


Yes, I think I even said that myself.

The_Korrigan posted:
Games like e.g. Vanguard could have easily taken a big portion of WoW's market if the technical realization of the game hadn't been so bad.


But I don't agree with that. I don't think it ever could have. The best it could have done would have been to take the lion's share of the veteran EQ population (with those few who actually preferred DAoC's shift to PvE raiding), but that is only a minority of WoW's playerbase (a minority of even just its western playerbase, as EQ had almost no eastern presence at all). Vanguard's audience wasn't the casual player that makes up the huge majority of WoW.

On top of that, I don't think Vanguard would have succeeded even if it HAD worked its technical issues out. There were philosophical and directive problems at the very top there. Elements like their diplomacy system spoke loudly of compartmentalized development without the central "brain" to keep it under control and tie it together in a coherent package - the game was going to be a Frankenstein mess even if it hadn't had its technical issues.

The_Korrigan posted:
Now don't get me wrong. I'd LOVE to see a successful, or at least a good game, that's doesn't follow the EQ/WOW clone model, but manages to make an "UO2" instead. That's why I'm following games like dawntide. The game doesn't have to get 12M players, it just has to be good enough so that enough player, notably oldtimers who enjoyed UO, join and stay, making the game viable financially. But I'm also realistic, and don't expect any major game studio to make such a game. If such a game ever comes, it will be a smaller independent studio which will take that "risk", not a major, which reduces even more the chance that such a game ever makes it to a playable state good enough to be sold, and more important, to be bought and played on long term.


The smaller guys can do great things. CCP is a small company based in Iceland of all places and it has made by far the best space-based mmorpg in the world, not to mention their dev blogs show a depth of understanding of issues that I have not seen anywhere else. But it takes a big guy, I think, to push it to that next step, and be the WoW version of UO.

And there just aren't that many companies the size of Blizzard out there.

But all that aside, more to the point of the original post, I think WoW is moving away from the EQ-clone gameplay, but in the exact opposite direction. Towards, dare I say it, a more console based RPG ideal. I am quite happy to play the EQ clone concept; I played EQ over UO, after all (though I liked UO too). Though it was already standing off to the side of it throughout WotLK, I don't like this wholesale movement away that is embodied by two things - the emblem based gear grind endgame (or more accurately, slowly giving it away for doing what amounts to killing newbie rats), and now "directed gameplay". Maybe its good for Blizzard, time will tell on that, but I am not a Blizzard shareholder and I'm only really concerned with MY entertainment potential from WoW, and it has dropped below the point where I am even interested in the expansion. I continue to check in here daily to see if something is popping up to rekindle that fire - rated BGs are the next thing I am watching - but it hasn't happened yet.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Broken_Kayfabe posted:
The_Korrigan posted:
Games like e.g. Vanguard could have easily taken a big portion of WoW's market if the technical realization of the game hadn't been so bad.


But I don't agree with that. I don't think it ever could have.
Opinions are like buttholes.

Broken_Kayfabe posted:
The best it could have done would have been to take the lion's share of the veteran EQ population (with those few who actually preferred DAoC's shift to PvE raiding), but that is only a minority of WoW's playerbase (a minority of even just its western playerbase, as EQ had almost no eastern presence at all). Vanguard's audience wasn't the casual player that makes up the huge majority of WoW.
Bold part is assumption again, and Vanguard is really not as hardcore as advertised. It can perfectly be soloed, and raids aren't very different from WoW. Not to mention Vanguard was only an example, I could have named EQ2 or LOTRO, which both took a small share of the WoW potential population, but not even remotely as much as if they didn't make some obvious design mistakes from day one. We both know fixing later doesn't work in MMO world, the players have long memories of first bad impressions. I could have named WAR or Conan, which both failed for technical problems and crappy design decisions. All those guys tried to vaguely imitate WoW, but in a sub par model, and hoped players would be stupid enough to quit the polished game for their pile of crap.

Broken_Kayfabe posted:
On top of that, I don't think Vanguard would have succeeded even if it HAD worked its technical issues out. There were philosophical and directive problems at the very top there. Elements like their diplomacy system spoke loudly of compartmentalized development without the central "brain" to keep it under control and tie it together in a coherent package - the game was going to be a Frankenstein mess even if it hadn't had its technical issues.
Opinions are... already said. VG had a huge amount of followers precisely because of what they wanted to make it, a real successor to EQ. The game isn't bad at all now, but wasn't even remotely ready to be released back then. Would they release it now, it would definitely have better chances, but all is lost since as I already said, MMO players keep their bad first impression for a long time.

Broken_Kayfabe posted:
The smaller guys can do great things. CCP is a small company based in Iceland of all places and it has made by far the best space-based mmorpg in the world, not to mention their dev blogs show a depth of understanding of issues that I have not seen anywhere else. But it takes a big guy, I think, to push it to that next step, and be the WoW version of UO.
CCP is what? One out of how many who have tried and failed? I don't think I need to post the huge list of "small" MMORPGs which have failed since 2004 when WoW was released. Not to mention EVE is really a very specific concept, they did have way less design and art problems by choosing space combat. Yeah they took and easier, albeit unexplored route, and succeeded, and it's nice, but it's only ONE single dev in 6+ years, while dozens utterly failed and bankrupted never to be seen again.

Your remark about Mortal Online is one of the major reasons why smaller studio fail btw... utterly crappy graphics and even worse animations, along with stupidly retarded ideas like forced first person view and totally naked avatars. Dawntide is way better so far than any of the recent others (DF0 and MO notably), and its devs are way more realist for many reasons, they seem to take the right design decisions. But as I said, my hopes aren't high. The beta is open btw, you can give it a try. Don't expect first class graphics and anims, but you won't see dangling balls and anuses, and the game is really very close to UO.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
The_Korrigan posted:
You let your emotions and your personal desires (aka "I want a sandbox MMORPG") precede hard facts once again, that's why all this little anti-wow anti-blizzard speech you repeat all the time doesn't hold water and makes no sense.



And the failures of non-WoW games have nothing to do with the EQ Clone model being bad - it's due to those games sucking bad, making design mistakes WoW didn't make, or just being a steaming pile of bug ridden crap.

Now don't get me wrong. I'd LOVE to see a successful, or at least a good game, that's doesn't follow the EQ/WOW clone model, but manages to make an "UO2" instead.


Agreed with your post, especially these parts.

I would try a good/decent sandbox game for sure, but I don't think the demand is there. Korrigan I see you said above a sandbox game uses fewer resources - I don't make games but that was my thinking. The amount of work that goes into quests I know is really really high.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
-Mithan- posted:
My thoughts?  I like where they went with this.  It adds purpose to the game and it makes you feel like you are actually doing something.  Plus, I find the quests far more interesting. 

I hated the old scatter gun approach.


Agreed.

They've made questing so insanely easy (although people STILL fail to read quests, look at the map, and need to ask questions when the answer is in their face) that the questing needs to be interesting and entertaining, otherwise it would be deathly boring. This setup in cata keeps it a little more interesting and some of the quest variants spice things up or add entertainment to keep it from getting too dull.

 

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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
The_Korrigan posted:
Broken_Kayfabe posted:
The_Korrigan posted:
Games like e.g. Vanguard could have easily taken a big portion of WoW's market if the technical realization of the game hadn't been so bad.


But I don't agree with that. I don't think it ever could have.
Opinions are like buttholes.


'If you don't have one you're full of shite?'

shock

The_Korrigan posted:
Bold part is assumption again


I'll just answer this, and leave the rest alone: it's actually not. There weren't enough EQ players total to make up a majority of WoW's western playerbase. Even if they ALL moved to WoW, it just isn't enough people. It has been a long long time since I heard anything about this but IIRC EQ had somewhere a smidgeon over a million box sales, but under 2m, of which no more than half a million or so were ever subscribed at any one time. That's just not enough people to make even close to a majority of WoW's western playerbase.

Even ignoring the eastern side which clearly came mostly from lineage and ffxi, WoW's western playerbase did not come much from previously existing mmorpg populations. It tapped a new market - the casual mmorpger.

 

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- from "Has anybody seen my corpse". Man Everquest rocked back in the day...
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The_Korrigan 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Let's take two sentences out of a post and ignore the annoying arguments.

But whatever - resume your trolling and making yourself ridiculous with your doomsday theories happy

 

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SWTOR: 50 Jedi Shadow (Tank), 50 Sith Marauder (Annihilation).
LOTRO: Lifetime account, playing very casually.
WoW: Both accounts canceled for now.
GW2: Future Warrior.
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Arcilite_I 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Foojo posted:
If you are replicating UO, make sure that are plenty of trees to bump into and get caught on.


laugh

 

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PvPing since 1977
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Broken_Kayfabe 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
The_Korrigan posted:
Let's take two sentences out of a post and ignore the annoying arguments.

But whatever - resume your trolling and making yourself ridiculous with your doomsday theories happy


Most of your last post boiled down to "well that's your opinion" which isn't something to argue with. Are you simply incapable of exiting a debate graciously, Korrigan? Are you so tweaked from all the conversations we've had over the years that even when I freely let you have the last word for most of a post, you take offense? Would you prefer I argue every point for all eternity? You KNOW I can.

grin

I'm not really sure which doomsday theories you mean. Could you explain further?

 

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Thanks, but it's been fun
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I've been saying that to myself since
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- from "Has anybody seen my corpse". Man Everquest rocked back in the day...
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Blisteringballs 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
I think their use of the phasing tech to tell a specific narrative to many different players at their own pace is a major leap forward for MMOs.

 

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Ardenwolfe 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Blisteringballs posted:
I think their use of the phasing tech to tell a specific narrative to many different players at their own pace is a major leap forward for MMOs.


Agreed.

 

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Broken_Kayfabe 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Blisteringballs posted:
I think their use of the phasing tech to tell a specific narrative to many different players at their own pace is a major leap forward for MMOs.


I think it is a huge step back for mmos, at least as implemented. What part of phasing relates to the first m? It barely registers on the second.

Tell me this - if instead of phasing, you played the entire leveling up from 80-85 OFFLINE, only going online when you are in a city for the auction houses (or chatter)... how much different would the game be?

Be honest.

I am not an enemy of phasing. Unlike instancing, phasing is actually something that can be put to good use to ENHANCE the "massively multiplayer" part, because phasing demonstrates it is possible to dynamically change the mmorpg landscape from actions of the players. The railroad style, stilted method Blizzard chose is a clumsy and misguided first effort of using it, but some dev, whether it be Blizzard or someone else, will realize it can be used to ACTUALLY change the game according to player actions (not the illusion that they are, like now).

 

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Thanks, but it's been fun
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Blisteringballs 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
It would be different in that you wouldn't see the other players who are also in your current phase, nor would you be able to interact or party with them. What would you change specifically? I get the gist of your statement, but I can't think of away they could change it, in the manner I think you're suggesting, and still preserve the content for new players. They want to get some life out of the content, after all.

 

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Broken_Kayfabe 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Blisteringballs posted:
It would be different in that you wouldn't see the other players who are also in your current phase, nor would you be able to interact or party with them. What would you change specifically? I get the gist of your statement, but I can't think of away they could change it, in the manner I think you're suggesting, and still preserve the content for new players. They want to get some life out of the content, after all.


I'm not going to go into what could be changed for WoW specifically because everything depends on everything else and if you change one thing other things need to also be changed to reflect it.

But imagine this: a pvp mmorpg, with much much smaller "zones" as a honeycomb across the landscape. When one side does something, ie kills a boss NPC while the two sides are battling it out, that zone dynamically flips to a different style landscape, different NPCs, different buildings (perhaps taking time to appear) etc etc, to reflect that the new side controls it. And all completely reversible if the other side wins there in the future. Heck, you can have any number of sides doing this, as long as it has a set architecture etc. This is a possibility that phasing brings. I'm just boiling this down a long way so don't get hung up on particulars, but I think you can see the potential there if someone wants to use it.

 

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Thanks, but it's been fun
Five more minutes then I'm done!
I've been saying that to myself since
...yesterday.
- from "Has anybody seen my corpse". Man Everquest rocked back in the day...
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Blisteringballs 
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Subject: "directed gameplay" and the DK starter zone.... did Blizz miss the picture?
Ah, I see. But that's really not Blizzard's goal with their implementation (telling a narrative at an individual's pace), but comparative nonetheless.

Your idea could also be used in a PvE setting, too. Blizzard sort-of did that with whatever that island that preceded The Burning Crusade was called (a community effort to gather resources caused major changes within the zone). This wasn't dynamic, though (no reverting). It could also be done by introducing a third NPC faction, kind of like in Aion, in which the players have to fight off some arbitrary resource conditions and random attacks.

 

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