You guys have SO obviously not used an Oculus Rift yet, heh. It is the future, period.
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You guys have SO obviously not used an Oculus Rift yet, heh. It is the future, period.
Every game coming out has a mutiplayer online component with rp elements. The problem is MMO's have forgotten about the rp element and focused on social aspects. MMO's will become shared virtual worlds with single player experience and focus on character progression.
Yes and I have heard reviews also it is a gimmick. If you want to use it good for you, but in way is it going to be a thing for many many years to come. Even then what do you mean by 3d? Since right now 3d is a gimmick or it is only used to enhance an image (which is cute but not needed in anyway).
Yes, the game was it was before said patch had out of the best character development systems I've seen in any mmo since. There were balance problems of course but those always exist. I was one of those who left at the time. And I've been looking for a similar product since.
I've seen this statement before, and it's usually lobbied at Apple when they announce a feature that's new to iOS that has been in Android for years, and it represents that same level of misunderstanding about innovation. Innovation is not creating some completely new idea, that's invention. The reason people are wary about invention is because it's extremely risky; plenty of people have great ideas, yet very few actually test them out. In a sense, each idea a person has is a hypothesis about what customers will like enough to pay for. The usual way to do this is to create an MVP that can be used to test your ideas against your target audience, but that's not common (or easy) in the MMO market. The other way to "test" your idea is to look at similar products and see how well they're faring. For MMOs, that's basically WoW, which moved MMOs from niche markets to the mainstream. This creates the problem you mentioned, lots of poorly done clones that are rushed to market.
FFXIV stands alone in the MMO as the other successful subscription game for several reasons. They did use a successful model (WoW) as their basis, and they did add their own twist to it. The ability to switch your job, the heavy emphasis on story, the intricate crafting are the ones that come to mind. For SE, these ideas had already been validated in FFXI as features customers liked. It also helps they stated they're not aiming for WoW level subscriptions. I think I read that 100,000 was all the game needed.
A few more comments. Truly sandbox MMOs are hard to do right for several reasons. The first is the sheer time investment. A big part of Eve is the metagame, and a lot of the game is "played" in Excel. There's also the "king" premise. People like sandbox games like the ES series because it lets them play king, construct their own kingdoms, and then burn them down. In a sandbox MMO, someone else can burn down your castle. That doesn't appeal to the majority of gamers, especially when people will kick your castle down when you can't retaliate.
Think through the implications of this applied to an MMO. If the NPCs keep a schedule, how would you prevent lockout? Meaning, how would you ensure that if a person (with limited time) wants to clear content, how would you ensure there's always at least 7 NPCs around that can help him? Also, how much time would a person need to spend managing relationships with NPCs. Dating sims work well in a single player setting, I've yet to see one scale out to multiplayer.
I'm not trying to shoot down the idea, more just interested in seeing some of the downsides to it.
No. That's exactly what innovation means: a never before thought of idea or use for something that already exists. Invention is simple making something new, regardless of whether or not its like has been seen before.
This seems to be the main line of thought at the core of current days MMOs.
Consider the implications that those with limited time available are now considered the targetted audience of MMOs.
People misunderstand the application of innovation. It's not going to be a game that has completely different game play from existing titles. In fact, I'd wager such a game would fail. It's going to look like similar successful titles but have it's own features. The armory system, for example, would be considered an innovation. Innovation is done with small ideas that undergo rapid iterations of testing and refinement.
So? It's a profitable market. Heaven forbid a game company try to make money.Quote:
This seems to be the main line of thought at the core of current days MMOs.
Consider the implications that those with limited time available are now considered the targeted audience of MMOs.