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#1
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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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#2
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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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#3
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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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#4
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my wallet anxiously awaits EQ3's cash shops, each of my characters will have his or her own cosmetic pet and all the transmogrified skins from classic EQ that they add in. Those old kunark clickie armour skins will probably be about 1.99 to 5.99 each.
for a "premium" monthly fee they'll let you link your old account to the new one, perks of this will be a title like "of Xegony" or "from the Nameless", a separate merc like pet that loots for you (requires hourly gold upkeep), a set of epic quality gear you'll never use, and of course a mount so you can get to the end game asap. and of course the other bonuses for pre-order-early-access-day-1-dlc-day-2-dlc-head-start-premium-access-platinum-level-account
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< Knights Who Say Ni >
Qeynos questing and leveling (all quests nerfed) | Off the beaten path 24-40. | ||
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#5
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#6
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#7
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The issue is MMORPG's arent the "thing" anymore. MOBA's, FPS's are more popular and are more geared to the younger twitchy/ADHD generation. You will never get another MMORPG that will be the size of EQ or WoW during it peak.Even though i only played EQ for 13 years as i got older putting in the time to do it was not worth it. And companies are in this business to make money.
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Last edited by Thulack; 04-20-2016 at 08:39 AM..
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#8
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Look at say, Elite: Dangerous. There's a genre that everyone thought was dead. Crowd-funding comes along, Braben presents a vision of something, people who are interested in that thing directly make it happen. If someone comes along with a business model that can sustain an old-school game like EQ, it will succeed. It's worked for Space Sims, why can't it work for proper MMO's? | |||
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#9
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Now a days, without some slightly aggressive monetization angles, you can't provide a game/service that lets its power users play for sometimes more than 200+ hours for only 15 dollars a month and end up being anything more than niche. Back in the old days, it worked, because plenty of 15 buck a month casual users didn't have options. Most people that played EQ classic, sucked at it (didn't have the time) and were only content with not getting everything out of the game that they wished they could cause they had nothing else to play. | |||
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#10
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I don't know how well a real EQ remake would actually do. I have serious doubts if it would be financially successful. | |||
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