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  #21  
Old 03-11-2015, 02:55 PM
Sadre Spinegnawer Sadre Spinegnawer is offline
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There are actually potential scientific reasons for this.

Researchers have discovered when something looks too much like the real thing -- like a doll -- people often find it either less "immersive" than a more fake looking doll, or even worse, they actually are repelled by the realistic doll. We don't want the things we play with to look or feel "real." If you think about it, that makes sense and is a good sign!

I find myself feeling this way about eq. At first newer games are impresive visually, or the physics, or the detail, etc.

So why do I find myself noticing when the sun rises in Oasis of Marr over the ocean, casting totally unrealistic shadows and light over the blocky and pixelated sand dunes, and over mobs mobs and players that look like they were rendered on a Kaypro?

Because, the "retro" quality of eq gives my imagination room to fill in the missing parts, which it does, and enjoys it.

So, "freedom" is the answer. Higher quality graphics and all that other kind of stuff does not = an improved gameworld. In fact, such things may even be *harming* mmo's.

Don't fuck with my imagination! Fortunately, classic eq and my imagination get along just fine.

And have you ever seen the sun rise over the dunes in Oasis of Marr? It looks fake, and looks beautiful.
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  #22  
Old 03-11-2015, 03:14 PM
sox7d sox7d is offline
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Quote:
Originally Posted by Basenji [You must be logged in to view images. Log in or Register.]
I keep hearing about LoL. I'll have to try it sometime.

What's the consequence for failure in LoL? How much investment have you lost? I was under the impression that it was fairly minor. You haven't have danger without a penalty that hurts. And a penalty that hurts is the source of most of the angst.
Comparatively to DotA(2), it is minor. However, in a 5v5 competitive game, your success is your team's success. The early game is, for the most part, compartmentalized into 1v1 or 2v2 scenarios for about ~10 minutes. If you get outplayed by your opponent, you are put at a disadvantage by either having to stay back by your tower(safe spot) and give up access "minion" gold or if you are killed by them, they get more gold/experience while you miss out on access to minion gold while waiting to rez/running back to the line of scrimmage. Once early game dissipates, and you've let your opponent get ahead through them killing you or inability to put pressure on them to stop "farming," your teammates won't be happy with having to deal with them for the rest of the game. And that's not to say you won't push them even further ahead if you die by making poor decisions mid-late game.

But that's all beside the point, the most popular game in the world right now requires cooperation with strangers, I don't see why there wouldn't be a niche market for that aspect in an MMO setting once again.
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  #23  
Old 03-11-2015, 03:16 PM
Skydash Skydash is offline
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Quote:
Originally Posted by Sadre Spinegnawer [You must be logged in to view images. Log in or Register.]
There are actually potential scientific reasons for this.

Researchers have discovered when something looks too much like the real thing -- like a doll -- people often find it either less "immersive" than a more fake looking doll, or even worse, they actually are repelled by the realistic doll. We don't want the things we play with to look or feel "real." If you think about it, that makes sense and is a good sign!

I find myself feeling this way about eq. At first newer games are impresive visually, or the physics, or the detail, etc.

So why do I find myself noticing when the sun rises in Oasis of Marr over the ocean, casting totally unrealistic shadows and light over the blocky and pixelated sand dunes, and over mobs mobs and players that look like they were rendered on a Kaypro?

Because, the "retro" quality of eq gives my imagination room to fill in the missing parts, which it does, and enjoys it.

So, "freedom" is the answer. Higher quality graphics and all that other kind of stuff does not = an improved gameworld. In fact, such things may even be *harming* mmo's.

Don't fuck with my imagination! Fortunately, classic eq and my imagination get along just fine.

And have you ever seen the sun rise over the dunes in Oasis of Marr? It looks fake, and looks beautiful.
This is dead on.
The original designers of EQ also knew how to make dungeons/landscapes. Look at Upper/Lower Guk design on a map, look at Sebilis, SolA/B... Look at mob placements. These things provide a feeling like they are their own "thing". When everything is just placed in rows, completely straight, large square rooms, our minds get bored so fast; there is no sense of being alive.

EQ is about filling in the gaps with your imagination. Look at Highhold Pass/Keep. Also, without a Map guiding you, you have to pick up on visual cues in game and memorize them. This allows the brain to work more...

It's not just the encounter that is epic feeling. Look at Permafrost/Vox encounter, it feels like that is a dragon's liar, not just a square room with guards. And the later gimmicks they added to encounters to make them "tough" is stupid. Let the players figure out how to beat the encounter any way they see fit, not timing the jump key.
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