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In some ways I agree that Verant was lucky to get Everquest out the door when they did--I signed up for beta because it was one of the few 3D-accelerated games on the horizon--but I also think the co op group gameplay was revolutionary. Alot of games represent a technical achievement for their time but don't retain any kind of following. |
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I'm holding out for AR rather than VR. AR = Augmented Reality. Something like Ingress but using AR glasses/headset. AR headset = transparent light-weight glasses, maybe plugged into a smart phone. VR Headset = Darth Vader helmet tethered to a toaster oven. |
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too big of a risk for a game developer, it's just going to get "more accessible" (easier) and flashier. sub fees still exist in some games but that will completely go away and we'll get much more invasive cash shops. GW2 and the like rim the edges with their cosmetics, future games will go at least wrist deep. |
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Don't even get me started on the gambling scheme there with the black lion chests. The big whales spend $1000's in that game, seriously, have met many. This is all games do now, their whole development plan revolves around getting big money from a small amount of people. If an idea that makes the game more fun interferes with another plan which targets their big ass cash cows, well out goes the fun. So no, it's over, it's what they are all doing. |
Don't fall into the common trap of believing challenge is what is missing from things like WoW and gives EQ its soul. WoW is a more "challenging" game than EQ in nearly every way. PvP is necessarily more challenging than anything on Blue because your opponent has the capacity to be smarter than you. WoW's raiding is far more complicated from a tactical standpoint.
What EQ has is tedium, and delayed gratification. It takes a long time to achieve something, and your achievements generally feel good. Also, the sense of community that comes from the absolute need to rely on other people (to travel, to barter items, to level (for most classes)). The destruction of WoW's community that occurred during Wrath is what really, more than any other single thing, destroyed WoW for millions. You were no longer in a cohort with your fellow players, had any reason to interact with or rely on them, etc. Every MMO since has had the same problem. The extreme on-the-rails nature of their content, soloability, and convenience has resulted in an experience where social bonds seldom formed organically the way they do on P99, and meaningful interaction is really what ultimately fuels enjoyment of an MMO for many people. |
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Like I said in my post, WoW has PvP, which is as difficult as your opponent's skill and intelligence (sometimes greater than your own). Did you clear the hardest heroic content? EQ raid content doesn't even come close to being as challenging. Tedium is different than challenge. Playing an enchanter or bard really well, splitting with a monk, isn't as difficult as playing arenas at even a medium level. Some of the class rotations were also far more complicated and involved than your typical EQ 1-button warm-body buttonmashing. Dying and going on a corpse run is tedious. There's nothing hard about having to run really far to get your body. It's just a punishment that adds a sense of risk and excitement to the game (And also reliance on other people). It was this tedium that was missing from WoW, not challenge. |
@OP with these minecraft pvp kids becoming our future. We should save our humanity now and just nuke the planet.
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