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Quote:http://www.youtube.com/watch?v=flH67ywGaBU...If you start singing 'Too sexy for my shirt' I'mma go get the Harkonnen cannon and the nice young lady who uses it
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Quote:Well, dont forget the nice holidays abroad (or around your own country) for Gaming Conventions, the player/dev meets etc etcWow, cheapskates.
You get a lot more each month working at a cable company.
Overall... i would say that it can end up *financially* in your favour, especially if you enjoy it.
But yes, the *personal free* account is just *ONE* benefit that they get.
*edit* I forgot about the massages that were on offer for staff down in Brighton when that office was more active. -
Quote:Personally i enjoyed the D10 system, particularly in Aberrant/Trinity. oWoD i tended to avoid mass dice rolls, but that was more due to my DM'ing style.Really I think the 7 Seas d10 system was the best ever made, putting the crap WoD to shame (horrible system).
Shadowrun 2nd Edition still is IMHO one of the best (unfortunately some updates were required to make it better), and i *STILL* need to find someone to run Earthdawn with, and also maybe some nice Star Wars D6 era...
Hell, for a "magic based" system, i still reckon that Ars Magica was one of the most flexible ones out there. -
Quote:Although it doesn't stop him from using stuff from EU books, and then integrating into his own films, therefore taking stuff to the top level of canon. e.g. Coruscant[1], swoop bikes[2], a few ships, a few Jedi. They were *ALL* created by various authors/comic book writers (Timothy Zahn for example), and then got used in George Lucas products, thus making them official.The Maker approves of licensing fanfiction set in his universe - he doesn't treat it as canon
((for more info on Glowy Sword canon, check this out. It is actually quite amazing the amount of stuff that needs to be tracked, and how it all fits together, and also how in that there are various levels to work with.))
[1]Corusant is interesting, as it 1st appeared in 1982 un-named (it was just the Imperial capital, and then Zahn named it in his Heir To The Empire book (1991), and then Lucas was persuaded to use the name in the films... tis a strange world. This makes the planet name *canon*.
[2] 1st appeared in Han Solo's Revenge (1979) written by Brian Daley, later put into SW:A New Hope (special edition). This makes it *canon*. -
Quote:I find it *very very* hard to actually roll another character in most MMO's unless there actually *IS* a different story for it to experience. The class quests in the laser sword MMO do help that.The laser swords also has that problem, but I can't even get motivated to roll another class to see its story like I did with our Distinguished Competition.
CoX took me over 4 years for me to get my 2nd 50.. granted it was villain side (1st 50 was hero side), but now i just don't have the motivation to level up another character.. because i have already seen the early several times. And it is this "repetition of content just to try out a different powerset" that puts me off from replaying the content. I must have done Atlas park/Kings row more times than i care to imagine, and if anything, it just drives me up the wall.
I guess that is the "completionist" in me, in that i would rather do *all* the content on one character, instead of having to keep track of what I have done on one character, so I know NOT to do it on the next character.
Sure, I still havent done ALL the content available heroside so far, but I know that I CAN do all the content heroside, and then go and do the same villain side if i so desire.
*shrugs* Still love CoX when i get onto my 50 though....
*BOOM* Go get them monkeys! -
Quote:So, what basics would you assume should be included in ALL MMO's, and why should they be included.There are some things which I expect as BASICS now in mmos, because developers have had literally years to see how other mmos do it. I cut them even less slack because of the development house that they are.
Does this include stuff that, if it were included, would break the "lore" of the game world just for convenience sake of the players ie team up teleporter/Mission TP for example...
I am interested by this, because there are *some* things that i feel that CoX gets horribly wrong (level capped contacts which then results in the "broken" TF style Oroborus flashback system)... and yet, would this be included as an "essential" part of an MMO?
Most other MMO's tend to just have a minimum level requirement for a mission giver, i cannot think of ONE that has a "maximum" level requirement on top of the minimum.
The Mission TP is a *great* boon for CoX, especially for TF's that run across several zones... it is even better when used in conjunction with "Assemble the team", but are these actually *essential* for a game?
Because to be honest, without them, the game is *fine*... they are just a QoL bought convenience. -
Quote:I can agree with that, in that there is no set path. Hell, even now I tend to just "go with the flow" and very rarely plan out what contact to choose next. I believe that this is because I am so used to having the ability to just "run back and talk" to an outleveled mission giver, and then start their mission chain at a far later date.This has been my biggest obstacle to getting friends to join.
City of Heroes is too much of a sandbox. They complain there are too many choices, too many contacts, too many zones...they want a linear contact and level chain...so they go back to what they are trained to do.
Side note: The last MMO that i hit the cap in, i actually hit it just over halfway through one of the 2 "45-50" zones. I then went back and started to do the content that I had missed out on (the "item drop" quests, the "hidden" quest givers from the low level zones that i missed out on) etc.
In CoX you *can* find yourself locked out from contacts. This is typically because the contact system is a bit stupid in my mind, and that if you are *over* the cap for a contact, you have to go and use Oroborus to replay the missed content... which puts you into TF mode, which then prevents you from getting help from a friend for a particularly tricky boss/contact unless you want to restart the whole arc again from scratch (it can happen depending on your build... and typically arises at the end of the arc, which can lead to resentment for wasted time/effort)
Other MMO's tend to go the other way, and just have a *minimum* level limit to gain access to said content (they don't care if you are 20 levels above the recommended level, at least you can go and do it).
First Ward for example is 20-29... which means that higher level characters have to use Oroborus to run the content.
Yes, I know that I can stop XP for it, but for a *new* player, who doesnt necessarily know the in's and out's of the game system, it can be a shock. Other MMO's dont have this "disable XP" option (well, not one that I know of). -
Quote:Other sandbox MMORPG's would disagree with you on that one.I'm not sure I can agree with this. You're really taking the term "sandbox" to such extremes that I have a hard time seeing it as relevant to modern-day gaming. Maybe in something like Second Life, maybe in MineCraft, but these are exceptions to the rule as far as I'm concerned. They're as popular as they are because these games are literally THE ONLY GAME in their respected genres, and this collect essentially all the people who have even a passing interest in that particular genre in one place, making them economic successes. I'm really not sure if there's much room for competition there.
Quote:More appropriately, I'm more than positive you can have a sandbox game close to your definition that's all combat all the time. A sandbox does not have to be a world and the player characters that populate the sandbox don't have to be humans and don't have to have regular lives. What you're describing is less of a general-terminology game and more of a "life simulator," and that's not the same thing as a sandbox. This, as a point of fact, is one of by far my largest beefs with most Fantasy MMOs - they go out of their lives to be medieval simulators. You need to chop trees, cook food, craft tools, go to marker, build houses and so on. That's not fundamental to a sandbox, not as far as I'm concerned, not even if we go with your general definition.
(And if you actually look at the system and what the system requires, there can indeed be a reason for cooking! Typically buffs for the players though)
Quote:To me, the fundamental defining characteristic of a sandbox is the ability to craft your own experience, but that CAN be done within a world with rigid rules. It does not have to happen in a world where nothing is defined. A sandbox, in other words, does not have to be a level editor like MineCraft essentially is in order to be a sandbox. The City of Heroes Architect, as you mention, is a sandbox, but that's still based on levels, it's still based on instanced maps and it's still limited to the assets the game provides. Crucially, it's still all about combat because the whole of City of Heroes is all about combat. You CAN perform non-combat activities, but they don't reward you.
Quote:In general, I don't need a sandbox game to cover the "regular" part of a character's life. I don't need a sandbox to cover pooping, eating, sleeping, foraging for food, finding shelter, maintaining gear or finding entertainment. Yes, a sandbox can have all of this, but I don't believe it needs to.
Quote:To me, a game which sends you out into the world with the only goal of killing stuff, getting better at killing stuff and finding bigger stuff to kill with NOTHING else covered can still be a sandbox, even by your definition of it.
There is a sandbox MMORPG that is *entirely* non combat, and is entirely dependent on player/player interaction to progress.
If you look at the more traditional pen and paper RPG's... you *could* play a non combat character. Sure, the XP systems varied wildly, and character levels were included in some of them (most notably Dungeons and Dragons, there are others out there), but there were also a lot of other RPG's out there that eschewed the "character level" concept.
Those RPG's allowed a newer player into an established group far easier. They had the same number of hit points (more often than not), and more often than not they allowed a character to be *created and developed* as the person desired (Shadowrun/Cyberpunk 2020/Warhammer Fantasy Roleplay/Ars Magica/White Wolf's D10 system etc etc).
The "Themepark" style would be the "GM lead and dictated" style of game; whilst the "sandbox" style would be the "player lead" style of game.
Obviously a tabletop RPG is more sandbox than themepark anyway, due to the huge potential for stuff to change on the fly due to player actions... but that just reinforces my point.
A sandbox is where the developer/GM has *no* control over the eventual actions of the player... in fact, the players might decide to suddenly go off in totally the *wrong* direction and just pillage everything in their sight. That is a distinct possibility.
In a themepark though... the developer/GM *prevent* the players from being able to go off the rails, they *force* the route that the players have to go
How much freedom that is available for the players to act (and progress) is what ultimately differentiates between "Theme park" and "sandbox". And this is why i state that valid "non combat" routes to progress your character are pretty much essential in the "sandbox" MMORPG. If combat is the *only* option to play in a game, than at most, i would call it "open world".
And to be honest, I tend to avoid using "sandbox" for single player games as well, because once again, the developers typically have a plot for the player to follow (once again there are exceptions.. but non puzzle wise they are few and far between until you start hitting the "simulation" side of stuff!)
The annoying thing is that due to the fact that *most* (if not all) "sandbox" MMORPG's feature an element/side helping/full dinner plate) of PvP does also put people off from playing them (even if it is purely consensual... see UO post Trammel).. *HOWEVER* on the flip side, it does allow more emergent gameplay to arise.
A "Theme park" MMORPG is very limited in the "emergent gameplay" front. Pretty much the result of your action (or inaction) has already been scripted for. A sandbox MMORPG does *not* rely on this; indeed, it could be said that the Sandbox MMORPG is *reliant* upon the "emergent gameplay" that arises due to heavy player/player interactions.
In fact, i would say that this is because the "player/player" interaction is at the forefront of the developers mind, and not the "player/developer created story"
As i stated, there are some *marvelous* sandbox elements for City of Heroes. The character creator is one of them (purely because at least cosmetically you can pretty much make anything you want... as long as it is humanoid in shape), but the AE is also another side (because the developers gave us tools to make something). But apart from that, the flexibility of the game to allow us to do what we want in the "open game world" is not a lot.
Sure we can explore with minimal level restrictions (although Cimmermoria is a notable exception to this... especially considering you can unlock it at level 10!).
But apart from that, there is really not much else that you can do without having to resort to combat.
Note: It is FAR FAR easier to make a "sandbox" MMORPG into a "themepark" MMORPG, than it is to turn it the other way around. You just add in more restrictions. REMOVING the restrictions though, requires far more effort on the developers side, especially if the game initially wasn't designed to take them into consideration.
*rewrote this about 30 different times, trying to get idea's across. In the end this mess is what I came up with and hammered submit to!*
Two videos i know of that *might* help explain a bit more as to how much flexibility a sandbox has over a themepark.
https://www.youtube.com/watch?v=08hmqyejCYU
https://www.youtube.com/watch?v=uGplrpWvz0I -
Quote:Strangely enough, it *was* on Steam... but that was before it went F2P.I would love to see CoH go on steam for one i think it would help it A LOT and it be much easier to access idk its just steam is widely used so i think it would do it good and i my self would love for it to be on steam its an amazing MMO that deserves to be on it alot of MMO in F2P on steam just suck but CoH would probably be one of the popular ones and would be great to see on there (sorry if this sounds horrible like one of the first post ive ever made ona forum) just pretty much sayign i wish it would be on steam
Not sure what NCsoft would have to do to get it back up there, but i do agree that it would be an excellent move for them now that it has transitioned from Subscription only to the Hybrid model. -
Quote:The thing is though, "Sandbox", "Linear", "Themepark" are just labels to quickly set an idea across, more notably between actual game play mechanics than anything else.Then we simply vastly disagree on what a "sandbox" constitutes, I'd say. Either that, or I need to abandon that particular term and pick another one, because what you describe as a proper sandbox sounds wholly and entirely unappealing to me. What you describe is essentially MineCraft, and though I've sunk hours into that, those weren't really spent playing it, they were spent cheating for resources and using it as a terrain editor. I don't mean to imply that's a bad design, it's just miles and miles away from what appeals to me. It's the difference between buying a Lego set and buying one of those tubs of parts. The former I've sunk many hundreds of dollars on. The latter I can't really justify spending a cent on.
You are correct in that a lot of MMOs and RPGs would constitute sandboxes to me. I don't need a sandbox to be so literal. More importantly, I don't need it to specifically LACK anything. As well, being able to leave a lasting impression on the game is sometimes a plus, but this requires that I actually have the skill to leave an impression that's worth leaving behind. It's simply not something I require out of my sandboxes.
Honestly, if you want to call it something else, I'd be fine with it, but what I require out of what I define as a "sandbox" is the ability to bring my own creations into someone else's established world and have them be granted the freedom to behave as their concepts require.
"Linear" and "Themepark" are pretty much swappable between the same style of MMORPG. WoW/CoX/SWTOR/Rift/Aion/Guild Wars style of game. You go from A to B to C to D to E... there is a well laid route for you. There might be a lot of separate routes for you, but there is still an over reaching goal that the developers would *love* for you to reach. Walk off that path, and it gets very difficult very fast.
A "Sandbox" is where the developers DO NOT have a goal for the players to complete... it is an open world for the players to act out in. There will be some hard and fast rules (the actual mechanics of the game), but a lot of the time, there is also a lot more freedom in the game itself for you to be able to do what you want to do, with relevant punishment if need be. (Eve Online, Star Wars Galaxies (pre New Game Edition release), Ultima Online, Darkfall, Mortal Online)
A quick and easy guide (for MMO game mechanics at least):
If it has CHARACTER levels: Themepark/Linear (character dinging as main form of player advancement). Gear limited to Character of "X level" is also a good indicator.
If it has SKILL levels: It is Sandbox (skill dinging as main form of player advancement).
That for me has worked so far (touch wood)
Another guideline is "you should not be FORCED to take combat skills (or advance them if all characters start with them) if the game setting allows it"; I put the advance one in because pretty much every single Sandbox MMO has *some* form of combat skill, even if it is just as a "starter" skill. It allows you to defend yourself if need be. eg Miner/Industry/Trading character from Eve Online. The Entertainer skill set from Star Wars Galaxies, advanced by *dancing* and got more XP if people actually sat and watched them (the player watching needed to type in /watch as well!), otherwise the XP gain was normal.
Also to advance your character you should not have to go out and kill 10 rats, kill 20 snakes, carry to X, escort G to location H etc etc.
Quote:In essence, what I enjoy is the old, rather childish question of who would win - Superman or Naruto. In order for this to happen, I really do need an established world built on rules and backstory within which to explore my characters. That, to me, is a sandbox. Whether it's linear or open-world, instanced or overworld.
If you can come up with something more appropriate for me to call it, that'd be fine.
However, the *actual* CoX gameplay system is very linear. You do have to go from A to B to C to D. You ding and you have a limited choice of what to advance next, you know that at level 10 a player will have X number of abilities, at level 30 Y number of abilities etc; and it is very very very hard to actually skip too far ahead of yourself (due to character levels and how combat works)
Side note: In a skill based system, enough "newbie" characters should be able to swarm out an established character (or even a tough NPC). Goonswarm have a handy image for this:
(i would like to point out that i am not affiliated with Goonswarm, i spent more of my time fighting Goonswarm than teaming up with them)
The incident that the image refers to... that could have been done by a *brand new* 1 day old character. -
Quote:Pretty much, there are other games out there that fall into the sandbox category.I suppose that does come down to what we consider to be a sandbox. For instance, there's no question that Gary's Mod is a sandbox, literally and figuratively, from what I've seen. But I'm not sure I'd call it a "game" per se. But what do you envision a sandbox game constituting? Are we talking ye olde EQ where most of the game doesn't actually have a plot and missions but is instead just an environment with enemies to kill? That might fit the bill, but does it imply that having focused plots to pursue if you should choose to make the game less of a sandbox?
Quote:It's widely held that the various GTA games are sandboxes, though these usually do have a central plot and a main story. Nevertheless, much of their fun is to be found in vaulting cars over buses, throwing random grannies off of rooftops and finding new ways to get run over by speeding traffic. As Yahtzee describes another game, "It was most fun when I stopped playing," by which he means when he stopped playing by the game's rules and just went to goof off. That should, I think, count as a sandbox, and it kind of is a lot like City of Heroes.
Quote:The question, then, becomes where we actually pin the flag, so to speak, and claim that "THIS is what a sandbox game is." I will grant you that City of Heroes is not a true sandbox, but I would still argue that it has many sandbox elements. More importantly, I feel that sandbox elements would and do add a LOT to City of Heroes. Street Hunting is obviously not very popular, but I'd wager that's because of the inconvenience of an uncontrolled environment. With that said, does a sandbox have to necessarily feature an open world?
Quote:To me, a game like The Incredible Machine is a sandbox just as much as Gary's Mod is, even though it really has no open world. It's split down into individual puzzles with no overarching connection between them. I've not played Little Big Planet, but I have to assume it's much the same way. These are games that constitute sandboxes not because they are literally one box full of sand and toy to play with, but rather because they're designed for players to make their own fun in.
Little Big Planet "single player" mode is *not* a sandbox, it is a puzzle game. HOWEVER, its creation mode IS a sandbox... but then when you download *someone elses* creation, it no longer is a sandbox.
Quote:City of Heroes, I think, is a more structured game which enacts its sandbox nature less in letting players loose upon an open world, but rather by giving people a wide selection of fairly predetermined experiences. Sure, there's little point in throwing ourselves off high places or beating up everybody in a neighbourhood (and people do it anyway), but that's because the game is trying to provide us with a selection of thrills as opposed to just letting us loose on our own. I suppose that's less of a sandbox and more of a toy box, but the idea is roughly the same - we are given the tools, but these are tools with which we can make our own murder time fun time, to quote Professor Genki.
Quote:The reason I say this is because the content really is set in stone, content is only one part of the experience. The whole experience also involves who we are, what we bring and how we interact with it. City of Heroes is a game that gives us the opportunity to express ourselves, and this can alter the experience quite a bit. For instance, many people hate Twinshot's arc because she treats us like low-brow rookies, and to be fair, I see where they're coming from. At the same time, my experience with her was excellent because I really WAS playing a character who's supposed to be a low-brow rookie - an energetic but dense your girl who'd just gotten her license at the time. If I'd brought a different character, however - say my scientist who owns his own corporation but whose gear started off terrible - I too would have resented the arc.
Of course, Twinshot's arc is a choice, and it's a choice I really haven't made since I originally ran it. Didn't have the characters for it. However, it's that choice in which path to pick for my character and the almost compulsive need for me to explain why this character chose that path that makes the game a sandbox to me. Or at least makes it into a game with that one, very strong sandbox element.
But like I said - this is an interesting argument, and I'd really like to hear it.
I would say that City of Heroes *DOES* have a very excellent Sandbox for creating your character. You are not limited to what you can make (ok, you need a head, arms and legs... but apart from that, your imagination is your limit).
Anyways, back to the question of "what makes a sandbox MMO":
To me, a lack of "developer chosen" goal is a sign of a sandbox MMO. The player is one who chooses their goal (whatever it may be).
There have to be several valid ways to actually *play* the game. ie crafting/combat/exploration all need to be actually valid play styles. You shouldnt be forced to go from A to B to do stuff to enable to you to be able to go to C to do the same to go to D etc to get to the end. If you wanted to, you could go from A to F and voila, you are able to do it.
As minimal "scripted hand holding" as possible. I will let the tutorial slip on this part, as the tutorial is there to actually *teach* you how to play the game. However, once you have completed that... You are on your own. The developer might drop you "tid bits" of stuff to get you going, but the onus is really on the player to decide to what to do and how to get there.
I would also have to say that the ripple effect would also be a factor ie I gather up all of the stuff from location X, raising the prices in location A (due to lack of supply). I sell the stuff in Location B, dropping the price there. There is now a trade route available between A and B (for others to fill in). THAT would help make a game more "sandboxy".
Annoyingly, i cannot easily think of a sandbox MMO that would work with "character levels" like the traditional linear/themepark MMO. I would say that if you were PvPing; then player skills would have to have a chance to tip the balance instead of relying on the "age" of the character.
So the more "skill set based" games inherently lend themselves to being more "sandbox". You need the choice to be able to choose what to take, when you take it, and have minimal limitation in terms of what you can take.
I am also inclined to believe that there is minimal dev created plot. The players are the ones who make the plot through their interactions. The developers are free to add in new stuff to the game... and to progress their OWN plot. But it never takes center stage. It should almost be more "background fluff" than anything else.
Example of this is in the big space faring MMO. They introduced Incursions (an NPC faction raiding both NPC and player owned space (high sec/low sec/ 0.0 space). Not a single region of space could avoid the *potential* for being raided by them.
It was to add in another way of earning ingame cash whilst getting non PvPers to use PvP fits (the more traditional PvE fits were not always suitable for it).
Whereas in contrast to CoX for example... pretty much every single expansion has added more content that advances (or introduces) a developer created main line story arc. The characters are the one who "act out the story". If you choose not to do it, what else is there for you to do? Are you still able to advance your character?
Can you realistically advance your character by doing no "dev generated stuff"?
The only real sandbox *once you are past* the character creation is the AE to make your own content, and the tailor (although i would still put that in the character creation section).
Also, you need to have the ability to make a *lasting* impression in the server that everyone has the potential to see. So player made housing/structures are very handy for this.
There is no one singular thing that differentiates a game between a sandbox or a Themepark MMO. They can indeed share features across the board.
If CoX suddenly introduced player housing, which you could actually decorate, other players could see the outside of (i will allow the interior to be instanced!), then that would move it closer to being a "sandbox".
If CoX allowed player to choose *any* combination of powers... or even to focus on just 2 or 3 abilities, then that would be more Sandboxy ie if you could take Footstomp and Fire Cages only, that would indeed be more interesting, especially if you could *focus your development into them*
A good definition that i read recently is
Quote:Sandbox = You get sand and tools to play with the sand, what you do with it is up to you, the developer hasn't given you an objective, thats your job
That is developer plot... in a sandbox, you *shouldn't* need that big of a stick to do something. It should add more "flavour" to the world.
Unfortunately, sandbox MMO's also tend to include *some form* of Player Vs Player conflict. So they are *not* entirely suitable for everyone. Safe zones are the exception rather than the norm.
Eve Online probably gets a lot of press concerning its sandbox, and how the alliances work together/against each other; their backstabbing, collaborations, side switching and so on. Sometimes it is just to "change the look of the universe"... other times it is more steeped in ingame lore (CVA/Ushra'Khan alliances battle for Providence).
Sure, Eve Online has its "high sec" regions of space, where you *more* safe than if you were in Low sec.
But you are not 100% safe.
Infact you would have to stay docked up to be 100% safe (hello market gameplay... the more "spreadsheet side of the game!)
Some of the stuff i agree with are taken from Massively as it was a question that was asked recently.
Unfortunately you cannot just stick a flag in the ground and say "if it has this is must be a sandbox". Because there *are* MMO's who have X feature and are NOT Sandbox MMO's. It is more a combination of features that make it a sandbox (and even then, a balance has to be struck across the board); but if there was one... it would have to be "heavy focus of "player/player interaction" and not "Player Vs Developer stuff"
Developers add in the tools, the players build what they can with it. The developers add in more tools to allow them to do more stuff (or to mix up the status quo possibly) and the players still run with it.
If the new stuff is to help you "take down Grand BooPah Bob", then I would be heavily inclined to throw that stuff into "theme park" mode. -
Quote:Me, i have no real problems posting up the picture of "me" in Firebase Zulu, it also isnt the 1st game I had an NPC named after me.On the grounds that my surname is very distinctive (as is Zortel's) I must decline to post a pic of my name appearing there. However, I have personally confirmed sight of surnames for myself, Zortel, Floating Fat Man, Plasmarch, Rockjaw, and a few others I can't think of right now.
Bridger I found *once*, other red names that i remember seeing are Kerensky, Ghostraptor, Aero (all with their real name surnames)... they were *not* in the Shadowshard before the Omega Sektor player meet though. -
QR:
My bad, i should have use "loose" instead of "bad" equivilency...
Good and Bad story lines, and if they are tight or loose.
The rest of my argument doesnt need changing as far as i can tell.
Quote:Annoyingly though... CoX isnt a "sandbox" MMO in the more traditional sense. But that is more because of what I view a "sandbox" MMO to be compared to a "Themepark" MMO.I really cannot stress that hard enough: A person's own fabricated fantasies are always going to be superior to the real thing. That's just how our brains work. The smartest thing a sandbox game can do is encourage people to use those fantasies, and I find that recent writing does a lot to suppress them, instead.
All MMO's however *can* have elements of a sandbox, but how big that sandbox varies from game to game. -
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I can confirm this... Having found myself, Z, my other half and numerous other EU based players.
Previously, they might have been "random" names, but EU players are *definitely* in Firebase Zulu as soldiers (although they do randomly cycle through when they run despawn/respawn).
I have a screenshot of my soldier telling Z's soldier off laying around somewhere. -
There are also the surnames of NCsoft Europe staff people there (I have found Kerensky, Aero and a couple of others there)
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Quote:I don't think she is pulling our leg. There more than likely is an explanation behind it all.Has anyone considered they may be pulling your leg? Because it seems to me that the easiest way to make a great mystery for players to solve in this game is to not make any mystery at all and just suggest there might be one. Players will be inventing explanations for it for years to come.
Of course... anyone wondered where all the names from the soldiers in Firebase Zulu came from? -
I find it interesting in that peoples expectations of writing has changed over the years.
A friend of mine recently commented about a game, and that although the game had very good writing, they found it extremely limiting to RP in...
My response was " case of damned if you do make it a good story, damned if you dont make it a good story LOL.... (note: good *background* can help with bad story, but a good story can be too limiting even with excellent background to work in)"
Which was something that they agreed with.
A bad storyline, but decent general background allows you to expand on it with what you know. But a storyline that is *tight* from the outset is very hard to RP with if it *also* has a lot of decent background to it.
The fine line to walk is making the story/dialogue loose enough to allow established characters/players to play in whilst also keeping it tight enough to give those who do not have enough of a grounding in the game an enjoyable experience.
How much information is enough to work with for older characters (and trying to ensure that you do not encroach upon a players "established" character *whilst* also making it a nice story for a players 1st time play through?
Multiple choices that actually HAS an effect, either mechanically or story wise, is a way to go forward, It allows you to choose different options when you play through again.
But if you are able to "hit all the options all the time and it doesn't make a blind bit of difference ever" is poor (and in my mind, an abuse of dialogue boxes).
Which is why i *DO* enjoy that mmo in a galaxy far far away. The choices, when they do appear, can turn the light on or make it dimmer! (which also affects the gear that you can wear). -
Quote:Game and Gamestation are both one and the same (GAME own Gamestation), I never mentioned gameplay..... (I *DID* mention Play.com however!)Not AFAIK, the only ones affected are GAME.co.uk and their stores. I read they are pretty much bust and were negotiating a merger deal with Gamestop.
It must be a different Gameplay you mention, but I ordered through Gameplay.co.uk, I got a reassuring email to my inbox and this is posted on their site;
Quote:...and on a CoH-related matter, I do believe that Gamestation Wycombe was where I did accidentally discover a certain 'City of Heroes' way back in 2005, so I have them to thank / blame [insert as appropriate]. -
Basically they couldnt agree to lending/credit terms with EA... Got the email yesterda with £5 voucher to use with their online store, and I re-ordered with Play.com
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Quote:Not going to happen (ME3 hitting steam).For the record, I'll be on CoH on the 6th. Think I'll hold off on ME3 until it hits steam.
Steam and EA have had a falling out remember so some of their titles will no longer be carried (Dragon Age 2 for example).
side note: Sucks that the major game retailer in the UK isnt going to be stocking it for financial reasons.... RIP Game/Gamestation -
Quote:To be honest, i was *lucky* to hear about CoX.... i heard about it from a Co-worker of mine, and a gaming magazine carried 1 (yes 1) single page advert/spread in each of the 2 issues up to launch (which if you were not paying attention, you could easily miss anyway. As far as i can remember, there were no "LOOK AT ME ON THE FRONT COVER" kinda things. (side note: however, they did give away trial accounts at one point a few years later on a cover disc!)Why did the rest of us hear about it? Dont put the blame purely on NCSoft
They then mentioned *nothing* of it for a few months, until CoV was in the launch window.... and then coverage stopped again.
And I live in the UK... so being Euro based made it a bit harder to track down, especially if you were *not* a huge gamer/visited comic book stockists on a regular basis etc etc
*shrugs*
Nowadays with twitter/facebook/social networking, stuff spreads so fast it is unbelievable. Back then, it was still pretty slow. -
Quote:She did it from CoV launch (i remember seeing her at the Brighton Comic-Con 2005) till her last appearance that *I* can remember of an NCsoft Europe staff Christmas Party competition in 2008/9 ish (not as an NCsoft character i believe... blame Creative Concepts before they all moved on)Not exactly. Her name is Rose Lewis and back in 2007 she was one of NC_Soft´s Booth Babes.
Scared many a small child as well in that outfit.
The "Marilyn Manson" comment... semi true, she *does* do fetish modelling. -
Quote:I wouldn't call it "publicly bashing"... it was just explaining how another MMO mechanism works. He also didn't *name* said MMO.Should you really be publicly bashing another MMO on these forums? That's sketchy according to the rules here, even if you didn't specifically name it. You should set a better example, being that you're the guy everyone expects to enforce those rules.
But i do have to agree with Zwill on this one. I do tend to space through the conversations in that MMO. BUT i do have a tab set up for NPC conversation, so i still get the complete options (why waste 1 minute listening to something when i can read it in 5-10 seconds)
Quote:I think you can have your cake and eat it, too in this case, but it might take a lot of work for only a little return. Arcana mentions a particular problem - if you have lots of dialogue, a mission owner on a large team is put in the no-win situation of either skipping all dialogue to keep the team moving or keeping the team waiting to read the dialogue. That is indeed a problem, but I ask you this: Is it worse to have the option to stop and read lots of dialogue as well as the option to skip it than to not have any dialogue at all and essentially be forced to "skip" dialogue because it's not there to begin with?
Quote:My point is pretty much what you said, as well - by giving people the option to "space bar" through the talky bits and not feel like they've lost much of the actual immediate plot, you can put in dialogue, background information and additional reading in the actual game, yet not actually require people to read through them. Some might feel that they're missing out by not being able to read the story, but I've always been of the opinion that a story is best experienced either alone or with people who are interested in it, as opposed to with a random rush-rush PuG.
Quote:The concept of supplementary reading is something I and others have been suggesting for some time, and it goes beyond just dialogues. It involves putting in additional descriptions and explanations in missions that aren't required to beat the mission, but provide more context and story for those who go out of their way to look for them. Say you have a mission which requires you to beat up a Skull boss and confiscate his drugs. Simple enough. You only really need two objectives - a boss defeat and a glowie click. What if, however, you add in a bunch of other glowies that have, for instance, that same boss' ledgers and personal notes that give us some background on who this man is and why he turned to crime? People who don't care don't have to hunt for these extra glowies, but I would.
Could clicking one trigger something that the whole team can see? Not so sure, but it should be do-able.
Quote:Dialogue goes in a very similar way. To shepherd players from one fight to the next seamlessly, you can always add a dialogue option to skip the dialogue. Instead of trying to talk down a boss, you can immediately attack him and cave his skull in. Instead of prying an enemy for information, you can clobber him and search his person for clues. That sort of thing. Conversations don't even have to result in different outcomes, just so long as they're actual conversations. And if that's seen as too much text, then simply give people the option to skip it. Those like me who really do care about what's being said will find a way do run these missions such that this story can be experienced.
About the only problem is that this genuinely does take a lot of work. The example I gave took me the better part of four hours. Granted, I'm sure I could shave a couple of hours off that if I make a few more of these and come up with a more consistent system as opposed to the chaotic approach I started with, but it's still a lot of work if you're worried most people would just skip it.
But please, whatever you do, please try to make our writers save their dialogues for instances where dialogues are actually useful, and use clues or basic text boxes, instead. The core game is very solid, so if they'll be distracting from it, it really should be worth the distraction. -
I can understand the pre order "bonus" ones (the helmets and the "pre order" sprints), because they were US account exclusive only, until they became available via the vet reward tree.
Now, I would be fine with the pack being sold *IF* it came with 30 days gameplay as well (similar to buying a copy of the game actually).