Quote:
Originally Posted by Razdeline
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League is and was, a small company starting. Some of the key developers worked on Defense of the Ancients, broke off and did their own gig.
I think if I were to make a game with lack of funding I have for such an adventure, I would need to know and trust a large group of talented people in this field... and I lack that as well. I wonder if people on p99, for example, would donate to such a cause?
I did think about what you said Roth, but what im aiming for with this conversation is to see who harbors similar thoughts!
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Well, I'll tell you for me personally what makes eq special and why I'm back here. There are a few things I think that make eq special(in it's original incarnation).
- lack of direction... you don't really have any goals or guidance. you're just dropped in a world and sent off to do things
- A world that feels huge and makes you feel small... the difficulty of travel makes it feel like you're on a journey and going to far off lands really feels like an adventure. It also gives each area of eq a unique identity
-danger and fear... I think the fact that you feel like you're doing something hard and challenging makes it feel more exciting and fun. You feel more involved in the world. Soloing in eq is only fun because you're not really meant to solo... in other games soloing sucks.
-the social aspect and depending on others... the grouping aspect of this game is fun because it gives permanence and value to your experience and makes you feel part of a world. This is why I believe cross server grouping doesn't really work in other games because you don't really have that sense of community and your character's place in it. With a heavy grouping game, even at low levels you still feel like you're part of the server and what's going on. In top heavy solo games leveling feels like a chore since it just feels like it doesn't matter.
-Last but most importantly, the imperfection... The fact that everything in eq is unpredictable and difficult to solve and being creative can help you is what makes it have a certain feel. Too often in newer mmos everything is so solvable and predictable and everything just makes too much sense. Sometimes you need a random red named kos con walking through lowbie zones because it makes you unsure of what to expect. Everything being too perfect ruins most new games.
Notice I never said difficulty ever directly mattered. So many people when they design an "eq" mmo say ok, let's make this game as hardcore as possible, we want corpse runs, no binding, perma death, full loot, ffa pvp... it's endless. This is not really what eq is about. Sometimes those things indirectly lead to making eq fun but I quit many times just because of corpse runs and exp loss and zoning... I'm not that hardcore apparently, because those things can become too frustrating really quickly. Personally I don't care about the challenge. I just want the feel. If a game company wants to make an eq style mmo and be successful, they need to make it easy to get into while still somehow retaining the aspects that makes a game feel special.