Quote:
Originally Posted by magnetaress
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there is no maidens fancy anywhere that i can obviously tell
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No inkie strip club? Hard pass, not that I would play it in the first place.
Quote:
Originally Posted by magnetaress
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the cool waterfall with the eye is an afterthought
i mean it has some charm but its like 1% the charm of EQ 1 and I can see how modern 'design' and 'production' have really hurt the lore aspect of it
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It's possible that EQ2 derived its inspiration from EQ, whereas EQ has Forgotten Realms as one of the sources. Could be more direct than #2.
Quote:
Originally Posted by magnetaress
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its clear the raw fresh art talent went to vanguard and then got scarfed up by wow and made to capitulate to 'real production rules in order to ship on time'. Vanguard had some tasty artistry. For a late in the game MMO churned out. It didn't follow the rules. Much like EQ1 was an adventure in making a new kind of game and it didn't have any rules to follow. Redundant mazes in the city where totally OK to spend hours and hours on making.
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Hard pass on Vanguard.
Quote:
Originally Posted by magnetaress
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For any MMO to be succesfull u have to let the level designers and artists have absolutely free reign to just go apeshit, and not allow them to copy, rotate, and repaste the same stuff, and drop a different skin on it. Look to the quake community for level designers, they make visually compelling and interesting flow maps through multiple vectors.
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Inclined to agree with old quake/doom/build engine designers, same with original EQ in some places. Really good designs,
even original Tomb Raider was cool. I associate it with the engines that were used, new engines just don't have that or are not used that way.
Although I would have to remark that avoiding copy pasta is why old world giants look one way and the kunark/velious giants all look different. Lack of cohesion, in the old world you have hill/ice/fire/sand giants sharing a similar model. Velious is off-putting, moreso than Kunark.