#51
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Nuggie / Celelilly / Zackattacker - not guilded <TAKP> RETIRED Nuggiemag - <Sodden Seakings> formerly Ironborn Nuggie - Undead Mage on Old Blanchy (Classic WoW) RETIRED - Nuggie / Celelilly / Conavar - <Omni> formerly <Vesica Dei> P99 Duggie/Wuggie <Mythic Legends> EQ1-Lanys On to the Future in Pantheon | |||
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#52
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EQ Next was definitely advertised to be all of those things, with the exception of "slow burn gameplay".
How many people here remember the original development of Horizons: Empire of Istaria back in 2000? That game was set to be way, way ahead of its time and implement many unique features and dynamic content. Does anyone have screenshots saved from that game's original graphics vehicle and promotional materials? I was on the Horizons website all the time back then, but I never saved any of it and David Allen (the creator) wasn't able to either, since the company and game was stolen away from him. Would love to see that stuff again. It was breathtaking. This article talks a bit about the races that were planned with a nice large-scale chart of them: http://www.ign.com/articles/2001/05/...res-of-istaria . I also found a some images on the internet archive from the official website - https://web.archive.org/web/20010127...ns/media.shtml
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#53
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Gnawlunzs Phrogphry
Master Angler, Baker, Cadger, Drunk "If you can't eat a frog, then eat two." | |||
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#54
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No game can meet everyone's needs anymore and only was played so much before because there was no choice. | |||
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#55
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Niche market is giving it too much credit.
EQN's live streams generated like 50 viewers. | ||
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#56
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I definitely recall Horizons: Empires of Istaria. Played the beta, even. David Allen was definitely a visionary but I seem to recall he didn't really have the project management skills required to pull this whole thing off. It was huge and ambitious and some features probably should have never been discussed and kept on the back-burner for later (e.g., playable dragons). It did seem to want to have many of the features of dynamic content, though - IIRC, a bunch of undead taking over the world, ruining monuments and infrastructure, players having to combine their crafting and resource-gathering skills to restore them. | |||
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#57
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I'm not sure how someone can say "I want an MMORPG where I don't have to devote as much time and thought. And that's a big reason why I'm on P99." -- The time requirement in this game is very high as compared to others. Perhaps this person means they like this game for being able to solo camp things that are on long respawns, thus they minimize the game and go do other things. Well, okay, but that's hardly playing the game if that's all you're going to do. You could do that regardless even if the game allowed for faster paced gameplay. There's a big difference in talking about "casual vs. hardcore" than talking about "fast-food vs. enriching, immersive" gameplay. You can have a game that isn't fast-food junk while still catering part of it to casual gamers. For example, you could easily reduce downtime in EQ while still requiring the best group setups in order to beat the most difficult content and be the most efficient. That way anyone who logs on for an hour can feel they are doing something meaningful while they are on, in comparison to just "looking for healer". Random groups could form and be at least semi-effective with whatever they pick up. Additionally, you can set the game world up better so that a wide level range of content is always within a reasonable walk. You don't need a stupid method like some portal hub and portals all over the place either, just have more interconnected zones (including interconnected dungeons that connect to above-ground zones) and place a wider range of content in the outdoor zones. You can also put a hard cap on how quickly people can level, such that nobody is rushing and instead enjoying the game experience. Those who want to play a lot can work on multiple characters or do various other things with their time, including PvP. If you set a game world up so that PvP is even required to unlock certain content and/or provides PvE rewards, then you will draw more people into that area of the game. Quote:
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Last edited by Zuranthium; 06-14-2016 at 11:43 PM..
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#58
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Forming a team (of co-workers, of investors) is the first and most critical step in leading it, and it's unfortunate for all of us that David didn't do well in that step of making Horizons. This doesn't at all excuse the unethical behavior of those working with him - but the real problem was that they were ever working with him at all. I really wish we were here today playing the game that he had in his head rather than dreaming about what it could have been. His website makes it sound like he did things much better with his "QoL" company - makes me want to take a look at Alganon. | |||
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