So far as this goes, none of us have played it yet. Even the people who've played the demo at various trade shows have said (basically) that there wasn't enough of an experience to tell what to expect in the finished product. So no one (not bound by an NDA) at this point is really in a position to pass informed judgment.Keava said:Valid complaints are perfectly fine, as far as you complain about actual issues with the game itself. Complaining about a dream you had is pretty silly. We all have our own 'perfect games' in our imagination, but we also know none of those games will be released any time soon if ever.Starke said:<snip because it get's unreadable after a while> (Probably because I'm more than a little fucked up on painkillers at the moment... They're not helping enough.)
If I recall correctly, I was refuting your claim that went something like "you don't have to play it". That's kind of accurate, but at the same time, for a fan, it is disappointing when a game veers off.
Yeah, that's a fair critisism. The term is loaded as fuck. So, here's my litmus test. Can you respond to a situation with a variety of tones independent of a moralistic approach. A game that lets you be snarky, condescending, friendly, consoling or evasive while helping someone would be more RPing than a game that lets you be lawfulKeava said:As far as roleplaying in videogames goes, i guess it depends what you consider roleplaying? I'll start since neither you nor OP actually bothered to explain this little detail. So for me, roleplaying is impossible within current videogames core and will remain so until we discover how to implement VR properly.
Generally speaking you don't get this kind of content in MMOs at all. And I can't tell you if that's simply a failure on the part of the designers or if that's a product of the medium. Age of Conan's dialog got on my nerves to no end in spite of it being basically exactly what Bioware is talking about implementing.
If we use this as our litmus, we're basically screwed until we can consistently generate AIs that can pass a Turing test. And this kinda harkens back to my throw away line about MUDs.Keava said:I played MMOs since about UO times and RP was always based not on what your character could do within the game bounds but on those fancy lines of text you type yourself, either by using /me, :, or just by typing it in between the stars *like this*.
Even the BioWares NWN, which offered amazing possibilities for setting up near pen and paper campaigns depended mainly on typing the actions rather than performing them within the game mechanics.
I'm more worried that it will be the above mentioned three pronged Bioware line of Lawful stupid, neutral, and chaotic asshole.Keava said:I fail to see how lines of text being spoken in presumably realistic manner are immersion breaking, finally it will not be just nodding like a muppet at an NPC that spews out a book at you describing how his family got abused by big fat monsters. There will be semi-interactive dialogue between your character and the quest giver. If anything it actually adds to experience. You choose how the character reacts.
Sure it would be more awesome if you had unlimited voice over resource and ability to type in response by your own and then that being processed by the game engine into something that the NPC on the other side could understand, but we are far from that in terms of technology and i'll happily take a small improvement over none.
My biggest (and so far unvoiced) concern regarding voice-over in TOR isn't an immersion one, it's that it will hamper new content generation, and ultimately starve the game of new content.
See, this was my original impression as well. I'm going off the OP's perception, which if true would be a catastrophic decision in game design.Keava said:When it comes to NPc companions, as far as i understand it works on the basic that there is a companion NPC for each of the classes, which means that there is Soldier NPC, Smuggler NPC, Consular NPC, etc. You can pick whatever you consider useful at given moment. Let's say you lack a healer for a group quest then you pick a consular NPC that will follow you and heal you, or whatever the crap they do. You need a tank you pick up the bulky Soldier NPC. If you ever played DDO you should have vague idea of how such system works.
As for your final test, that can be really hard to identify. When does a game cross that threshold? Warhammer Online failed that test pretty quickly.Keava said:The indie MMOs i had in mind were Fallen Earth, Mortal Online, Darkfall. They all cater to more 'engaged' players, and all barely manage to keep floating on the surface without much hope for expanding their userbase. EVE is the only one that managed to find a niche for itself but it has to do a lot with how CCP directed the game. In it's core it's very simplistic contrary to the popular belief. Also when talking about death of a MMO i mean it stops being relevant to the scene. You can keep things going on life support, but apart from the most devout fans no one cares.
Indirectly you are bringing up a relevant issue for TOR though. The game will require a million active accounts to break even. Only three MMOs have achieved that so far. So the biggest concern should be, will this happen to TOR as well?
There's a counterargument here, that all your friends are playingKeava said:The market is free, you as customer make choices. You don't like what MMO A offers you go play MMO B or MMO C or just don't play any and go out have fun. Since i stopped playing WoW 2 years ago i haven't bothered with MMOs much because none interests me, it's that simple.
In theory. In practice every economic thinker has learned that there are individual subtleties that make this concept much more complex in application. In the MMO market, the term to remember is "brand loyalty".Keava said:The market is very simple thing, it operates on basics of supply and demand.
In general this is explicit in the term "hardcore". So, technically correct.Keava said:There apparently is very low demand for what many of so called 'hardcore' players want.
In general, it would be simpler to say, when you're a business you want to make money. It doesn't matter how big or small you are, you want money, and if you've got money, you want more.Keava said:When you are a big company you want to make big money.
Sort of. You economics are fine right up to this sentence. But, here you've taken a misstep. So let's sort this out.Keava said:Big money means having as broad target as possible so you pick the features that will appeal to majority of people, especially if they worked fine for you till now.
As a business you want to make money. To make money you need to spend it on development. When you spend money on development you expect a return, and if the developers want to something experimental that might not sell? Well, that's bad.
So we kind of get where you were going, but you've made the Bobby Kotick fallacy. That is to say, the only thing that will sell is what has sold before. In general game development this isn't a serious flaw. People ***** and moan about it, but MW2 still sells like hotcakes. In MMOs this is a fatal design flaw.
MMOs engender brand loyalty in a way that no other game genre even approaches. An MMO requires a massive investment of time and money, (~$15 a month, and often hundreds of hours of playtime (and in many cases a daily commitment of time to keep up to snuff.)) All of these ensure that when you are picking up an MMO, it is really more subject to comparative advantage than most games, even 40 - 100 hour RPGs.
Where I'm going is hardcore MMOs don't fail because there aren't enough players who would buy them. Rather MMOs (hardcore or not) tend to fail because huge chunks of their potential player base are already invested in WoW or EVE Online to the point where departing them to pick up a new game would represent a serious loss on their (time) investment.
Actually yes. However, the 5% that was "hardcore" enough to finish them in the first place could indicate a fundamental design failure on the part of Blizzard, with how to address and operate raids. The original design outline for WoW was to reduce "downtime" between "doing cool stuff" and "doing more cool stuff".Keava said:I'll give you a simple example from the 'most popular' MMO on the market - WoW. At some point they realized that only about 5-10% of player base is 'hardcore' enough to get to the last tiers, and majority doesn't even finish the entry tier raid instances.
So they changed things, removed attunements, allowed buying epics for tokens that you can obtain through 5man content, added 10man mode to raid instances, eventually added LFG tool for raids that automatically teamed you with people and teleported to the instance. All this so more than just 5%-10% would see what the whole deal is about. They gladly risked the moaning of those 5% so that the remaining 90% would be grateful. See how it works?
Initially the raids and epic rewards were supposed to reward those players who were the true elites of the game. In practice this got lost along the way and it became content that was exclusive to the hardcore.
Shifting it to be more accessible was an acknowledgment that creating content for 5% of the market just doesn't make sense. And even then, Blizzard apparently didn't notice until the Wrath of the Lich King sales figures started trickling in.
None of this addresses the issue of MMOs that aren't WoW, however.