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#10
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Quote:
Couple that with the innate diversity within the game (characters of different races level in different areas and each have different options within a given level range) and you have a functional system that can operate without fracturing the community. That's the driving point behind non-instanced gameplay - people would rather have a real community and wait 30 minutes for a spawn or move to another camp because their target is occupied than instantly get what they're looking for and never care about the people they play with. Your focus is too narrow - you're assuming people will only enjoy the game if they don't have to wait for things, and that's simply not true. Having to wait or having to work for things in games like EQ was what made each upgrade and each group a true accomplishment. Ask people who play here what they think about WoW as it stands currently, and most of them will tell you that it's turned into a kiddie game where you're spoon fed pixels. No thanks. I like my pixels at the top of a mountain, not right outside my front door. EDIT: Making a game that's instantly gratifying in the manner described is only asking to be in direct competition with WoW, and no one in their right mind wants to do that. People who play WoW (or are addicted) will likely never leave it for a similar experience for any extended amount of time because of the investment that they have in their characters. WoW, while watered down, is still fun sometimes. People won't just quit for a similar game. You have to have a marked difference in your content and play style to draw players out of the MMO market and retain them. Non-instanced, competition for content can be that difference for EQN. | |||
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Last edited by Kiwaukee; 06-12-2013 at 11:41 PM..
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