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  1. #22
    Player
    Leogun's Avatar
    Join Date
    Oct 2015
    Posts
    68
    Character
    Leon Shepherd
    World
    Balmung
    Main Class
    Black Mage Lv 64
    Quote Originally Posted by Atoli View Post
    Nothing ever will set you apart from everyone else unless the entire game was made entirely only for you.
    I agree with everything else you mentioned about not being concerned about how other players are questing and such. As a player, without seeking outside assistance from the internet, what other players accomplish is only a 3rd person perspective other their adventures. Just like the real world, other people exist, they live their lives and tell their tales. Knowing that other people did the exact same thing as you in the same manner is knowledge you shouldn't know thus immersion with quests must be voluntarily given up to obtain that perspective. So yeah, I agree with you there.

    But I don't think it's wholly impossible to set you apart from everyone else. I believe, if you have a variety in your perspective of play, as well as enough customization in your characters' growth and choice, you can, at the very least, give the illusion of individuality if not out right provide a large helping of individuality.

    I tend to praise City of Heroes a lot however I'm aware, on the subject of questing, CoX was extremely repetitive with its mission system, but one thing that it did pretty well was making your characters' progress feel unique to a degree. You could play as a hero or a villain or someone inbetween and that drastically changed the activities you'd participate in. Not only that but at any point in your characters' career, you could go through the redemption/fall process to change factions and this would give you a different flavor of quests you could undertake (a villain-turned-hero might be more easily able to interact with darker elements vs a true-blue-hero, for example). Then there wasn't a particular story path but instead story webs that would have to engaging with different groups (think of it like if the beast tribe quests were actually the main story and you'd choose one or more to follow which would lead to different interactions with other beast tribes). So you could *make* your characters' paths feel unique in a way. Ultimately though, you're still going into instances and beating stuff up, which is what the writer of the article was complaining about.

    To me, I feel the better method to solve MMO questing in the here and now is to just abandon the whole "grandiose main story plot" (keep the main plot as the anchor, though) and instead create webs of stories that all link or touch on different aspects and views of what's going on in the world. This forces you to make choices and choose paths and to the players that like story and lore, you can either create alternate characters to experience all the different story branches or just listen to friends tell the story to you and have that story be "their" story while your story is different from theirs.

    Quote Originally Posted by Annwyn View Post

    Got to give credit where credit is due though, FFXIV does have a really awesome main story and some interesting side quests as well.

    Hope this clears things up a little.

    See ya!
    One criticism, but likely not only, I'd have for FFXIV and its questing is how limiting it makes things. It's cool to unlock things through questing but it's annoying to need to unlock things to get to your desired goal. Consider needing to unlock the advanced jobs, you *MUST* complete the main story scenario up to a given point or if you want to glamor gear, you *MUST* get to a certain level and then do a quest. Or certain dungeon modes and roulettes. Everything under the sun must be unlocked and the only way to know what unlocks it is to click every quest and see what it provides. But why does everything have to be quest locked in the 1st place?


    Quote Originally Posted by Annwyn View Post
    The particular part you quoted however referred to the future, VR MMORPGs, and how the VR genre will undoubtedly force developers to bring about some changes in how they conceive MMOs if they intend on bringing the MMO world to the VR world. My point was that I don't see the current formula changing until the very last moment where the medium (VR) will force them to seek alternatives to the traditional formula, because the old formulas are not as feasible for VR. Using a keyboard is difficult while wearing a VR headset hence the need for an alternative: a controller.
    I'd disagree. Using a keyboard isn't difficult, it's just different. If you were to take away my keyboard and hand me a controller and tell me to play an MMORPG, that would be difficult for me until I learned how. I doubt I could ever play Guild Wars 2 with a controller at this point. If players feel like they must be a pianist to use a keyboard, it's likely the game's fault for having too many hotkeys available at once.

    That being said, if they are going to innovate MMO controls to the point that keyboard is obsolete, some things would have to come with it:

    -Some kind of voice synth technology so you can change your voice to sound like your character, thus removing the need to ever need text. Would also be cheaper to voice everything without needing to hire a but load of voice actors for everything.
    -No-hands control. You'd have to do something quite drastic, such as mental inputs, to replace not utilizing a 3rd person camera for VR. I'd like to play more VR myself, but not faux-VR like we have now...
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    Last edited by Leogun; 11-05-2016 at 03:13 AM.