dont clone games, thats what ya gotta take away
dont clone games, thats what ya gotta take away
My XIVPad: http://xivpads.com?2031148
This
Taking elements from a game is one thing but pretty much re-skinning one is another
I won't mind if XIV takes elements that work in say WoW, XI, GW2 or even DAOC but if a game is too close to the original game you might as well just play the original game.
I will say one thing that has kept me coming back to the FFMMO series is the "one character" model, I played SWTOR for about 3 months and got 2 characters to 50, whenever I wanted to switch roles (ie we need a tank not a healer) I had to log out and log back with my other character, something I think SE has actually done right.
http://drivenlinkshell.enjin.com Driven Social/Event LShttp://triplespark.guildwork.com Triple Spark EGLSMy XIVPad: http://xivpads.com?13043482
I think that is one of the keys for MMOs, to have only one do it all character... That means you get attach to the character, you wont do stupid things to ruin the reputation you have build along the journey... no need to have 5-6 diff characters to exp different roles...
I think its genius...
Last edited by Limonconcon; 06-20-2012 at 12:41 PM.
Pretty much this. A Blizzard developer said himself that you will never beat WoW if you just make another clone of WoW.
Actually, Extra Credits from Penny Arcade put a really good perspective into WoW clones.
http://penny-arcade.com/patv/episode/the-future-of-mmos
All I think can be said in the video above. The only games I see succeeding and staying in competition with WoW (not over succeeding it) is Final Fantasy XIV 2.0 and Guild Wars 2. FFXIV 2.0 will definitely caters to a certain group of people (Japanese and JRPG players), and the idea of international servers is one of the reasons that FFXI was a huge success for a long time.
I played SW:TOR and got a Bounty Hunter to 50. I will say beforehand, the story was incredible and it was better than all the three prequels put together. However, that is as far as I can say about it. It not only pretty much used WoW's form of end game style, it also was no where near casual friendly. I remember in end game, I had to do dailies on two planets that had group oriented quests and easily took me 2-3 hours to take care of all of them (assuming you have a party ready to go), not only that, a daily was required of you to finish a dungeon. I don't know if you played dungeons in SW, but they were not short by any means. You were looking at a good two hours to finish a dungeon. So if you wanted to be as progressive as possible in the PvE department, you had to easily sink 5-6 hours of gameplay a day.
Like someone said, WoW caught lightning in a bottle. They found the balance of casual play and hardcore play. Making it so you can gather your Valor Points anytime of the week, you just had a weekly cap instead of the old way of getting 120 a day if you were on everyday. It catered to casuals because instead of feeling forced to be on everyday, you could get whatever you wanted done on the weekend and still make the same progress as a hardcore. Of course, ultimately hardcores succeeded over casuals with hard mode raids.
The concept should always be this way, making a balance between hardcore and casual but ultimately rewarded the hardcore more in the end. Hopefully FFXIV 2.0 and Guild Wars 2 sees this and make sure that balance is set in their game.
I believe FFXIV 2.0 and Guild Wars 2 will be highly successful because they don't clone WoW, simply put.
FFXIV 2.0 at worst will derive concepts mostly from FFXI and use concepts that made WoW successful without cloning it (Like a content finder system, this should be a standard tool in all MMO's.). That is okay though, since I believe FFXIV shouldn't be exactly like FFXI, but it should give us a sense of familiarity. If I am a FFXI vet and getting into FFXIV for the first time, it is good that I have some sense of familiarity to get me hooked in. At the same time, a person who has never played a FF MMO should be comfortable getting into it right away. Looking at everything so far and by interviews, it sounds like this is exactly what SE is doing. So I believe FFXIV 2.0 will be a major success that SW could not.
Guild Wars 2 will most likely succeed because it's main intent is to break away from the generic MMO formula, and by playing the beta, it really shows, and in a good way. Can't wait to play the full retail.
Let's not forget class balance as well. Being able to do the content as any class/job you want and still being useful was a huge boost for raiding. Players are happier when they can play the role and spec they want over being forced into what used to be known as a "raiding spec" back in TBC.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
And what I was getting at is that the devs should do their best to remove that easy way out.
Though XI's jobs are not interchangable. Can't swap a DRK out for a THF and still perform on the same level. Can't replace a SAM with a BST and perform on the same level. WHM and SCH aren't exactly interchangable either. Which is leagues away from the raid losing nothing if your melee DPS include a Ret Paladin, Combat Rogue and Frost Death Knight because the raid still performs near the same as if they had a Fury Warrior, Unholy DK, and Assassination Rogue. Or the raid not being shackled to a resto Shaman for raid heals and a Holy Paladin for tank heals.
XIV's hasn't quite gotten there yet.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
[QUOTE=Velhart;730099]All I think can be said in the video above. The only games I see succeeding and staying in competition with WoW (not over succeeding it) is Final Fantasy XIV 2.0 and Guild Wars 2. FFXIV 2.0 will definitely caters to a certain group of people (Japanese and JRPG players), and the idea of international servers is one of the reasons that FFXI was a huge success for a long time.
I would add The Elder Scrolls Online. I know I will play it and hope for the best. I think it has the potential to be the MMO of the future.
That game is going to fall flat on its face. If this were 1998, Elder Scrolls Online would be incredible and a welcome addition to the MMO roster that was pretty much hogged by Everquest. You need sandbox, super timesink design to make ESO actually work. That's not going to fly in this day and age.
Make it too theme park and it won't feel like an Elder Scrolls game. Make it too time-sinky and it'll scare off the normal people that may have developed interest in the series thanks to Oblivion and Skyrim.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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