I'm sure you'd like me to stop. Everyone dislikes when someone demolishes his argument. But thanks for demonstrating that you can't counter what I say. :D
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I actually don't really mind the 1 class per character in other MMOs. Mainly cause I like making different characters let them be different races and genders. To me it was more fun playing different races and looking characters rather then the same one all the time. Guess its just a preference thing.
Yea.. maybe we can get a way to alter ourselves somewhat.. currently there is gear to do so. And you know I'm also thinking that when you want to change your role for a class/job not only do you have the job stone to change but you modify your gear as well.. it's all very flexible but it takes time investment to get all the situational gear accumulated.
I'm sure. The problem is that what constitutes gameplay mechanics and what is just content isn't really a matter of opinion.
A cutscene is content. The fact that you can influence the outcome of the cutscene by selecting a dialogue options (or by pressing the right key in a quicktime event, or by having built up points towards a certain outcome in previous choices, or in the main ways you could do such a thing) is a mechanic.
Animation lock, ability delay, and the complete lack of end game killed SWTOR. Also adding 5 minutes of cutscenes just for you to go outside and kill 5 whomp rats /=/ revolutionary. They had a good idea and a great license, but failed on the follow through. The ME dialogue wheel doesn't translate very well into MMO's. You can't have everlasting consequences in an MMO (like alignment switches from good to evil, or order to chaos) without breaking the game, thus the choices are purely cosmetic.
Also, I saw some mention of sandbox MMO's as being the future in this thread. That's always been the delusion. Sandbox MMO's are almost exclusively niche products. They may be the best thing in the world, but they draw upon such a small audience. You have to give new players some direction in order to get them hooked and keep them subscribing. The best would be a mix of theme park leveling/end game, and sandbox elements sprinkled in elsewhere. Get people in with an enticing story and familiar controls, keep them sucked in with the sandbox elements afterword. Player housing, chocobo raising, and things of that nature will appeal to the sandbox crowd.
This is, unfortunately, rather true. I am absolutely in love with ArcheAge after trying the beta. I know I'll play the hell out of it as soon as it makes the trip to this side of the world.
But I also know that it'll never be a smash hit. Most gamers love instant gratification, and that's what theme park MMOs offer.