Author Topic: Whats gonna make PS different form the other mmorpgs ? ? ?  (Read 3784 times)

Monketh

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« Reply #15 on: February 18, 2004, 11:18:03 pm »
Let\'s make a few points here, shall we?
-There is intense hate for greivers, uncontrolled pk\'ers, etc..
-Content and ideas may be distributed freely
-The concept that you aren\'t rushed or feel obligated because you don\'t have to pay is true
-Roleplaying will be actively encouraged
-Opensource is a good thing
 
and finally...
-Pie is good.  :]:P

Look, ps may turn out to be a clone of other mmorpg\'s, but it will always be free.  ...and there will be no \"Gold Version\"  :))  
Also, if content is turned down it is because they don\'t want a sub-par game. ;)
« Last Edit: February 22, 2004, 03:09:57 pm by Monketh »
The key to manipulative bargaining is to ask for something twice as big as what you want, then smile and nod when you are talked down to your original wish. You are still young, my apprentice, and have much to learn in the ways of the force. -UtM

Dalec

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« Reply #16 on: February 19, 2004, 12:23:07 am »
Exactly what I pointed out, Snow Raven. If all you consider a MMORPG to be is monster bashing, then I suppose you could say they were the same. However, like Gakrom pointed out, the similarities are only skin deep.

The community of players, style of gameyplay (even monster bashing has its variety) such as the DAoC realm system, ShadowBane PVP focus with player made towns, EQ system of...well, mostly just monster bashing :P, Asheron\'s Call evolving story, and SWG\'s ability to have no combat classes and actually get somewhere (although I have not tried the game out).

Anyone call say there is a wave a MMORPG clones, but no matter what you say play any two of them and give them time, you will find substantial differences. Hell, there were even differences in actual gameplay just on different EQ servers! The older, more crowded one\'s had more inflated ecnomies, while the new ones you might have to do more work to get that Uber Monster bashing sword.

Kixie

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« Reply #17 on: February 19, 2004, 12:43:33 am »
And on that note i would like to say that we should definally have some program manditory for entering the game to teach noobs how to play the game. If you\'ve played the game before and you know everything there should be a test that is easy to get to in th tutorial that takes 30 to 40 seconds. that would make PS different in a lot of ways. No flood of the newbies would be a GOOD thing.

Watcher

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« Reply #18 on: February 19, 2004, 03:48:04 pm »
Whemyfield I have to disagree with you slightly on the grounds that we aren?t sure if multiple caricatures will be allowed and if they are not then you shouldn?t need to go thought the tutorial more than once.

Deddarus

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« Reply #19 on: February 19, 2004, 05:05:44 pm »
simple solution

1 account per player
multiple characters per account
Tutorial mandatory on 1st character of account

Kixie

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« Reply #20 on: February 19, 2004, 10:48:18 pm »
what i meant was if you had just installed the program, that a tutorial that is skippable comes up, and then a quiz that is very quick.

Bigfoot

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« Reply #21 on: February 20, 2004, 07:03:52 am »
Wow im pleasently surprised, I think the PS community has finaly matured (well re-matured). No one flamed my post and others :P and gave good counter points to critiques(sp?).

Yes, on the surface most mmorpgs do give a differant experiance to there players, however what i was intimateing is that at their core system they are all monster killing, stat/exp/item gathering games (which is the standard checklist for the MMorpg genre). House building, RealmvRealm, AA\'s, guild systems and such are only secondary systems that are not intergril to the games mechanics, there just the diversion to extend your interest once you realise theres not much else to do besides the same old routine again and again like the last game.

Visualy i think (with the new rather talented 3d guy in the dev team) PS will be quite differant. But i still believe at its core it\'ll be the same old, same old like the rest of them.

Not realy related but just for the record MMorpgs ive played.

Long term:  UO (2.5 years), EQ (3.5+ years 4 expansions), Daoc (1 year), NWN (1.7+ years, not realy an MMorpg but lots of persistant World servers available and played). 3 or 4 long gone MUD\'s

Short Term: Dark ages (free trial period), Elemental Saga (Public Beta), Tibia (10 minutes :P ), R$%escape (lag crashed on startup :P ).

Future MMorpgs to try: Atriarch (looks pretty differant if it ever comes to finnish), WoW (current contender for next big thing in MMorpg stakes, although will still be pretty same old, just alot better executed and presented)

MMorpgs ill never play: SWG (*grabes his garlic and holy water* EVIL EVIL thing!), Horizons (nothing like the old one, and now just a EQ clone with dragons and goth demons *sticks finger down his throat*)

Syzerian

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« Reply #22 on: February 20, 2004, 10:11:24 am »
yeah this game will be forever changing
my brothers friend actually used to work on this game :D
you will probably end up getting someone like me on the ps team :P
when i make my unrealtournament levels i always say to myself \'this would look so much better if i put a pillar here, hmmm now i thing i should add an elevator going to a second floor, now i need a door, must add well, and then add sewers onto the well, then secret area onto the sewers, hmmm this needs a door\' lol it just keeps going :]
i just hope the storyline doesnt end up getting stuffed up by someone

southsnipe

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« Reply #23 on: March 03, 2004, 11:40:42 pm »
Here\'s what I think on the matter of what makes PS different than other MMORPG\'s

The dev\'s are kind of like starving architects. They\'ll take any job they can, and this they\'ll pour their hearts and souls into. They treat it like thier child and go above and beyond what\'s needed. Then when it\'s done, they can stand back and behold the work of their hands and be proud of themselves for it (What my friends call that warm fuzzy feeling inside). Also, commercial game developers will see their work and will want them on their teams. After this, the next wave of developers will begin work on this awesome project, and if they do well, they too will get recruited by the suits. This will result in a vast increase in game quality spanning across all genres.

This same theory applies to game mods. Take Counter-Strike for example. Pretty much their entire team has been snatched up by one company or another, and that\'s not the only mod out there that goes through this.

Thnx for your time ^_^

XpYtZ

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« Reply #24 on: March 04, 2004, 12:50:58 am »
<>

My reasons for playing P.S.:
1 Free: and not the lame kind of ?subscribers get faster access.? Free.
2 Community: the real kind where a real person leads the guild. You can find your friends when they are on and have a beer, or hunt or continue your previous entrepreneurial act.
3 Time: The ONLY reason I don?t play ?pay-to-play? games is that I travel?Lots! And I don?t like paying $20, $15 or even $1 for a character that I may or may not get to touch for months at a time.

There is more stuff out there, other reasons for people, but those are mine. Those are what I think makes it different. I had not seen a free game that had any kind of community until I found this one. I?ve made real friends on it.
I am not the adventurer type. I played Pen and Paper for years and I always had a profession that I could do if I decided. But you have to remember that yea monster bashing ?or if there are no monsters (novel concept)- war will drive the world. We come from that kind of place. Greed and War drive the world, no matter what the idealists think. And as Tolkien said we cannot make a compleetly alien world. We would risk losing all ability to become part of it.
When I sit back and think about it the real difference (*kneels and prays that it is so.) will be diversity of actions. If it ends up being a monster bashing PvP fest I?ll be gone. But if, as we all hope, it has real ?evolving- content and remains as close knit as it is now, then my friends (or enemies as you chose) then it will be what the Devs have touted and we ?I hope WE- have all been waiting for.

< >>

Thardin

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« Reply #25 on: March 04, 2004, 11:56:38 pm »
The reason why I just started playing PS and making some meshes is because the game might become very huge one day.
I have played quite some games and some muds in the past 5 years I am on the internet, but the only thing that makes a game boring is repetitive gameplay! IMO

I will give an example:
Just recently I played a free MMORPG with a gold version. Not a problem at all when you are a newbie. The fun thing about it is that you don\'t have to kill to get rich etc. You could also mine or collect herbs etc... But it gets so boring! Walk to the mine. Give a few commands to mine ore. Walk to a smelter. Walk to a smithy. Make some weapons. Sell the weapons. Go to the ore mine... And so on.

Conclusion: The PS developers should do everything they can to avoid repetitive gameplay. And yes, a good storyline helps, but it should keep evloving during the game.

Golbez

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« Reply #26 on: March 05, 2004, 06:20:53 pm »
Whether PlaneShift will be a \"different game\" or not is a responsibility that goes beyond the power of the Devs to create a neat combat system, an enthralling world and an attractive context. When we say \"different\" we of course imply a game that transcends the limits of being \"just another MMORPG\" and becomes a higher standard of the gaming industry.

However, it is not entirely up to the ones in charge, the developer team, but also up to the players. It is the player base the ones who, with their actions and behaviour, drive the game to monotony, or success, or utter failure. PlaneShift, as any other massive multiplayer game, will be shaped and molded by the community.

It has been said that one of the biggest focus on PlaneShift is to make the game as cooperative as it is competitive. Competition is nice, if not in excess. But I have seen many MMORPGs were the only tangible goal is to be the one with the highest level around. Now, there you have an example of a shallow and unimaginative perspective.

On the other hand, if developers, GMs and players alike encourage cooperative interactions, including but not limited to hunting parties, partnerships, associations (licit or illicit, you name it!), make good use of a job system, tell a story by playing their characters, and bring the world to a true virtual life, then you have a dynamic, ever-changing and entertaining game.

It is a mistake, from where I see it, to sit back, rest your chin on your fists and ask, \"Okay, what are the Devs going to do to entertain us?\". It does not work that way. In a single-player, offline game it IS the case. But not in one of this nature.

In here, you have a community of not dozens, but hundreds of players! The entertainment value is perceived by having fun interactions with the other playable characters.

A game with a choppy and clumsily put together system can still be a hoot to play if the players make the effort of finding the aspects that keep you glued to the screen for hours to no end.

- Golbez
« Last Edit: March 05, 2004, 06:22:10 pm by Golbez »