Going over what we've seen for ARR. We've taken a lot from other standard MMO's. WoW-esque gameplay and interface are some of the biggest changes we're facing right now, but how will we show off what separates this game from what people already have? How do we keep from being labeled World of Fantasy?
I want this game to succeed, but we can't do that by making the same mistake that nearly every other MMO has made sense WoW's creation. Copying without sufficient innovation to draw an audience.
Main draws so far:
- Job system that lets you change on the fly without having to make a whole new character
- New summoning system, details are a little fuzzy at the moment
- Brand name (references, lore, story, etc)
- Limit Break
- Chocobo raising and fighting
- Combat (Position, Combo system)
- Visuals
- Deep and useful crafting system
