goats following you messed up everything. if they would run away after the player engaged in battle, that'd be another thing. but the old mechanics were messed up.
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You should read this old topic:
http://forum.square-enix.com/ffxiv/t...ture-of-Eorzea
A lot of interesting ideas, i hope they'll add. Btw, i agree with your OP.
When I studied game design, one very important thing I learned was that you shouldn't spend too much work to make details which only a few people notice, because in the end time is money and for an mmo they always needs to add new content. I'm not meaning to say details aren't vital. However, it's like with a painting. You can keep trying to enhance bits and ends on it, but it's easy to get lost in the details and not getting the big picture done.
Not the best reference, but I hope you see what I mean.
tldr:
Some detail and "easter eggs" are good, just don't give us twenty six different /bell commands at the expense of content.
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For one, not everyone in the world follows american politics. I know how you americans have issues coming to terms with the fact that the world doesn't revolve around you guys. Second, you have no idea what you're talking about and you should be stripped of your right to vote.
Or the oil companies? You also need your right to vote stripped away. I bet you vote for bush and already forgot how he ran your country into the ground.
Guys this is not a political forum.
ok, political nonsense aside. I dont want six different /bell comands, and even though some people wont notice ALL of them, the idea is that there is so many different random events that it wont be small detail. Its a selling point on the game. Look at GW2, everyone is raving about how alive the world will be because whether or not that game will be any good thats what people want, a living breathing world to play in! There needs to be a balance of static and dynamic.
I guess this is where there difference between western and eastern game design lay -- as when I entered this industry we learned that it's the small things that mattered just as well as the core content. When you create a fighting game, you want to see damage happen, you want to see that your punches and kicks are actually inflicting pain, you don't want to punch a guy who is naturally smiling (smug) yet his expression never changes.
sounds like a fun idea tbh, randomness is what makes mmo's interesting and fun. because one off events are something to remember and talk about in the future you can be like "remember when this happened yeah that was cool"
you need these memories to make it something special
Not everything has to be random though in order for it to be a living breathing world. Maybe one NPC goes on a walk every Wind day (or whatever the days are called) and here is the random part, one day he gets attacked and needs help and is willing to pay a small reward! and other days he never gets attacked at all. Make the people sitting at tables together eat and talk amongst themselves... instead of staring into space........ things like this are what im talking about. A group of Kobalds randomly attack one of the settlements (or whatever those houses are out in the middle of nowhere) and helping them out leads to a reward. None of this walk up to an NPC with a ! over his head and he says.... Ooh... i think we are going to be attacked... would please help us? And if you walk away nothing happens (Like a static quest would)... it should be.. "WE ARE BEING ATTACKED HELP!" while they are actually being attacked, and then you help or you dont but if you dont they get ransacked. Kind of like the Taru in whitegate getting kidnapped in FFXI, that wasn't static (or it was and i wasnt paying attention XD).