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Biowares Take on on deeper RPG mechanics. "Forget about stats and loot. More combat.


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#1751
Lumikki

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Travie wrote...

Am I the only one that didn't think ME1 had very deep RPG mechanics in the first place? (aside from the inventory).

The level up screen had plenty of options, sure... its just that the vast majority of it was unnecessary.

They could probably design a system with way more buttons to push to get the same result, but why?

ME1 had a lot of what I would call illusion of deeper RPG, but it wasn't really that deep. People think it's deeper because longer lists, but most of it was pretty useless. How ever, ME1 was little bit deeper than ME2. Mostly because ME2 removed a few customation options totally. Basicly ME2 was like simplifyed version, but what was left was more refine. In ME3 they gonna fix this mistake and bring back a lot of those customations choises what was taken off without really good reasons. So, there is high possibility that ME3 has the most deeper RPG compared to other ME's and more refined. But what you expect, they learn from mistakes in both previous games. Oh and they gonna make some new mistakes like allways, with ME3's.

Modifié par Lumikki, 10 juillet 2011 - 05:31 .


#1752
Il Divo

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Travie wrote...

Am I the only one that didn't think ME1 had very deep RPG mechanics in the first place? (aside from the inventory).

The level up screen had plenty of options, sure... its just that the vast majority of it was unnecessary.

They could probably design a system with way more buttons to push to get the same result, but why?


With ME2, I liked that the inventory had been removed and that the skills had been concentrated down. My main issue was with the small number of skills that I had access to, which was disappointing. Mass Effect had more variety in that sense.

#1753
AlanC9

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Bnol wrote...

Gatt9 wrote...
So you think it's more believable that Humans have better technology than races that have been travelling space for hundreds or thousands of years?  Really?


Actually Kassa Fabrication a private human corporation had manufactured weapons that were comparable to proto-type Spectre weapons, and also produced the best damage reduction armor Colossus armor (Turians made the best shield based armor with the Predator armor).  So in terms of military technology humans are up there.  Anyways, The Alliance isn't going to arm itself by looting everything, as they will loot it once, reverse engineer it and then mass produce it if they can't just buy it on the open market to have it available for entire squads(Ala ME3's system).


For that matter, the other Council races don't seem to have had any meaningful technological superiority over human forces in the First Contact War, or at the Battle of the Citadel.

But let's assume that they did. At which points in ME1 or 2 would Shepard be in a position to loot superior alien technology, if any existed? The geth don't seem to have any  technological edge; I suppose the game could have been written so that they did, but then you'd need very different mission design. The Noveria endgame, I guess -- presumably Benezia had access to the best stuff the asari have. After becoming a Spectre Shepard might have access to better stuff; though there's no rational reason for him to have to pay for the stuff out of his own funds. Maybe on Virmire Kirrahe would have had some spare equipment, though in that case selling it makes even less sense. This ends up sounding like the way ME2 handled upgrading.

The fundamental problem is that item progression doesn't work rationally in a SF game with player freedom to choose missions. While I can conceive of a game where a character fights low-tech enemies early on and gets to higher-tech enemies as the game progresses, I don't see how it's possible to reconcile this with either the KotOR/ME1 structure or the BG2/ ME2 structure.

BG2 works because there isn't all that much equipment available in any given sidequest; most of the enemies aren't equipped with anything, and those that are never have a full suite of good stuff (just don't think too hard about why they don't). This sort of item distribution works in fantasy or post-apocalyptic SF, but not SF where enemies still have access to production. IIRC KotOR has a similar item distribution. ME1 just goes ahead and embraces the irrationality; if nothing else, I do appreciate the honesty.

#1754
Gatt9

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Hulk Hsieh wrote...

Why is there a problem when ME is defined as an Act-RPG and marketed as such?


Primarily because ME2 was also defined as an Act-RPG and marketed as such,  but what was in the box was a full-on TPS.  Everything focused on combat,  and keeping the TPS status-quo by minimizing any threat of RPG elements creating character progression.

Dave666 wrote...
However with stats your character is only as intelligent as the stats allow. A character with 3 intelligence won't be debating physics, but one with an intelligence of 20 would be able to.


But a character with 3 intelligence can swing a sword, speak, and beat the entire game solo on the max difficulty using seriously advanced tactics that a character with 20 intelligence cannot because of the difference in player skill.


Stats force you to stay in character. You can only do what your character can do, no more, no less.


Do you intentionally play the combat portion of the game badly if your character is bad at combat (I know Sylvius does this, so Sylvius, no need to respond - I know you make in-character decisions at all times).


Ummm....

An RPG will affect the flow of the game based upon your stats.  Look at Fallout 2,  a character with an intelligence of 3 will miss content because he lacks the capacity to understand it. 

Nor would you need to intentionally play badly,  the stats would enforce your character's inability to fight effectively,  through reduced accuracy and reduced ability to dodge.

Good point, which is why the 'character skill' argument doesn't work when defining an rpg. Playing a stupid character is completely based on me, not the character. Instead, I think no player reflexes is what they really mean, which specifically excludes the player's physical abilities, but not their mental attributes.


It's worked for nearly 40 years.  Playing a stupid character is not based upon you,  play Fallout 2 with an intelligence of 2,  the game enforces the lack of intelligence.  You won't get companions,  or items,  because you're too stupid to comprehend the stuff necessary to unlock them.

The system is designed to seperate your qualities from your characters as much as possible,  and it's pretty effective at doing so.

Further,  any given pack of animals can coordinate attacks,  and effectively assess weak points.  There's a reason why Dog/Wolf packs will spread out,  and why they'll quite often go for the hamstring on a larger animal.  Intelligence does not preclude tactics or combat effectiveness.

Gatt9 is denying totally direct acting through UI in computer games


If the game does not recognize it,  it isn't a Role.  Once again,  Paragon booting someone off a building in cold blood.  Violates the Role,  game doesn't take any notice.  Which means that all that's left is you sitting in a chair pretending that the game is something more than what it is,  you're inserting a Role into a game where the game doesn't recognize one.

So how exactly do you have a Role when the game itself pays no attention to it?  You don't,  the game permits any arbitrary actions without consequence no matter how much they violate the "Role" you claim to be playing.  Which means the Role exists only in your head,  and the game itself has no capacity for Roleplaying.

Which is exactly what happens when you remove the Stats,  because the only way for the game to recognize a Role is by defining the Role,  and the only way that can be done is by defining the Character,  with stats.

But what about the players, who have different opinion.

Who thinks Mass Effect was better game than both of those other games?
So, combinating smaller aspect of both games, made new better game as total result.


That's a completely different topic,  but that's just fine.

The problem is,  the game claims to be an RPG,  but ME2 possessed none of the qualities.  It appears ME3 will be much more in line with an RPG,  still lacking in the noncombat dept though.

Pen and Paper never featured real time combat. Video games do, hence why this becomes a bigger issue, especially when developers push beyond a tactical system (DA:O, Baldur's Gate).


Thing is though,  there's making the RT/TB choice because the game is improved by it,  and there's making it just because someone thinks "It'll sell more units!".

ME series functions better in RT, given.  But there's many instances where it's not such a clear cut choice.  The problem is,  the decision is being made just because a Suit thinks it'll sell more units if it's RT,  because "Turn based games don't sell!".

You can datamine Gamasutra and find a number of developers saying Publishers won't listen to a proposal that includes the word Turn-based,  as well as countless interviews on other sites.

Often,  it's not done for a gamplay reason,  but rather a Suit with little understanding.  Honestly,  Pokemon is turn based and has outsold pretty much every other series ever other than maybe Final Fantasy (Also almost all TB). 

It's why the Industry is starting to collapse,  with a projected 20% drop in revenues for 2011,  no decisions are being made for gameplay reasons,  just Suits who think they know more than they do.

In closing,  RT/TB is a decision that should be made because the option enhances the game,  not as an arbitrary "One-size fits all" design paradigm.  In ME,  RT is really the only option. 

#1755
Warkupo

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People, a ROLE PLAYING GAME is one in which you play the role of a character and make choices which have an effect upon the story. An RPG has nothing to do with managing your inventory, selling loot, or having an HP/MP bar. Those are just game mechanics.

ME1 and 2 are RPG's because you run around deciding the fate of the galaxy. Not because you have an inventory screen.

#1756
In Exile

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Gatt9 wrote...
Ummm....

An RPG will affect the flow of the game based upon your stats.  Look at Fallout 2,  a character with an intelligence of 3 will miss content because he lacks the capacity to understand it.  


But he does not fail at combat. I'm not talking about missing content. I am talking about being able to beat to explore the environement. The interface for the player (for example) still shows the world as someone not mentally incapamble would see it. 

Why would a player with an intelligence of 3 not just wander into the desert and starve to death? How is that player can remember locations? How is it that player can even use tools?


Nor would you need to intentionally play badly,  the stats would enforce your character's inability to fight effectively,  through reduced accuracy and reduced ability to dodge. 


But that's not what intelligence does. You use weapons right. You are allowed to have skills. And that's just Fallout. 2 

It's worked for nearly 40 years.  Playing a stupid character is not based upon you,  play Fallout 2 with an intelligence of 2,  the game enforces the lack of intelligence.  You won't get companions,  or items,  because you're too stupid to comprehend the stuff necessary to unlock them.

The system is designed to seperate your qualities from your characters as much as possible,  and it's pretty effective at doing so.


It hasn't worked. The game doesn't relate at all what it means not to be intelligent to that extent. Like I said: it still allows you to use tools. It allows you to see the environment in the same way. 

Further,  any given pack of animals can coordinate attacks,  and effectively assess weak points.  There's a reason why Dog/Wolf packs will spread out,  and why they'll quite often go for the hamstring on a larger animal.  Intelligence does not preclude tactics or combat effectiveness.


You have absolutely no idea how this works, biologically speaking. Seriously, it's best to just back away from this topic now.

Animals have a very complicated biological framework that - aside from experiential learning - relies on instict, development through rough and tumble play, smell, and complex social rituals.

More importantly, social animals are not (by the standards of their own species) cognitively deficient. 

Modifié par In Exile, 10 juillet 2011 - 06:07 .


#1757
Lumikki

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Gatt9 wrote...

The problem is,  the game claims to be an ACTION RPG,  but ME2 possessed none of the qualities.

(fixed)

This is issue just for you. I don't think many other player here in this forum, has same "issue" than you have. They may say that RPG features was too simple, but I don't think many of them go so far and say ME2 has no RPG at all. This is because you have very narrow way looking RPG and role-playing.

http://en.wikipedia....le-playing_game

  It appears ME3 will be much more in line with an RPG,  still lacking in the noncombat dept though.


All ME series games has been lacking in non-combat dept. I agree, too bad it could be fun.

Modifié par Lumikki, 10 juillet 2011 - 06:46 .


#1758
olymind1

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Gatt9 wrote...

If the game does not recognize it,  it isn't a Role.  Once again,  Paragon booting someone off a building in cold blood.  Violates the Role,  game doesn't take any notice.  Which means that all that's left is you sitting in a chair pretending that the game is something more than what it is,  you're inserting a Role into a game where the game doesn't recognize one.

So how exactly do you have a Role when the game itself pays no attention to it?  You don't,  the game permits any arbitrary actions without consequence no matter how much they violate the "Role" you claim to be playing.  Which means the Role exists only in your head,  and the game itself has no capacity for Roleplaying.


If your Shepard is a paragon one, and you made him/her do a renegade action, like pushing the merc out of window, the game should reduce your paragon points a LOT, and add points to your renegade-meter, because if (s)he can be so ruthless, than he is not so paragon after all... And the interrupts would be only available, if you have enough paragon or renegade points for it (like persuasion and intimidation), otherwise grayed out, so the interrupts should be also character actions, not player actions, because then it would depend mainly on Shepard, if he is able to do such an action, but choice would still in the players hand (like select red intimidation in dialog), has (s)he enough guts to push somebody out of the widow, is (s)he enough badass renegade to do that?

The player has enough action (aiming, shooting) in the game.

#1759
ShadowLordXXX

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Yes it makes perfect sense for Shepard to need to have enough points to shoot someone. How about we make it require you have enough renegade points to fight too?

The basis of the role playing comes down to you, you chose to push the merc out of the window which adds a layer to your Shepard's personality, maybe he's usually nice and as paragon as they come but perhaps he despises mercs, or maybe he's ruthless but charming.

Part of the problem with the paragon/renegade system is it does limit what Shepard can be played as. Someone who is ruthless doesn't have to be cruel and racist, they can also be perfectly charming and polite, in short making interrupts like the persuasion options would actually limit how well you could actually role play.

#1760
Bnol

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Gatt9 wrote...

It's worked for nearly 40 years.  Playing a stupid character is not based upon you,  play Fallout 2 with an intelligence of 2,  the game enforces the lack of intelligence.  You won't get companions,  or items,  because you're too stupid to comprehend the stuff necessary to unlock them.

The system is designed to seperate your qualities from your characters as much as possible,  and it's pretty effective at doing so.

Further,  any given pack of animals can coordinate attacks,  and effectively assess weak points.  There's a reason why Dog/Wolf packs will spread out,  and why they'll quite often go for the hamstring on a larger animal.  Intelligence does not preclude tactics or combat effectiveness.


Except in Fallout 2 you still could have your stupid character read and learn from books, use computers, use the pipboy and map, kill people with Super Stimpacks, use mentats to overcome the handicap for certain things (which a stupid character wouldn't know to do, but the player does).  Again, it is a video game, it will have design limitations based on time and resources, and players can circumvent things.  The stupid character is a nice little sub-game for second playthroughs.

#1761
Sidney

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GodWood wrote...

Someone With Mass wrote...
Want ME1's inventory system?

No but I'd rather an inventory (preferably a new and better one) over no inventory at all.


You have an inventory, you have equipment you take with you. Not sure what an inventyory is to you (actually I am sure) but what ME2 forces players to do is *gasp* maker choices which the crummy inventory systems in many other games don't. In FO I can drag along, inexplicably, evefry known form of gun and armor. What ME2 does that seems to bug the RPG Zealots in all their alleged superiority is make choices (be it dialog/morality or weapons) have consequences and man do the RPG Zealots seem to love choice but to hate any meaning to that choice.

#1762
Sidney

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ShadowLordXXX wrote...
Part of the problem with the paragon/renegade system is it does limit what Shepard can be played as. Someone who is ruthless doesn't have to be cruel and racist, they can also be perfectly charming and polite, in short making interrupts like the persuasion options would actually limit how well you could actually role play.


No it doesn't. What it does do, and all Bioware "morality systems" eventually become stupid on this same issue, is that is has a reward for min/maxing. Your inability to access those advanatges have nada to do with role playing.

#1763
wizkid1696

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Casey Hudson is right in his quote...for bioware.

Bioware is the master of their style of rpg, which means fast paced combat, innovative dialouge, excelent story and characters. Instead of a bunch of different stats, i.e. Fallout, they have classes, like Adept, Vanguard etc.. which give you the basic outline, that you can customize to your liking.

#1764
MassEffect762

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Meh. Let's get this over with.

I don't believe a thing they say at this point, try not to royally screw up the story EAware.

#1765
vallore

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Personally, what I would really like to see is a better dialogue system. The current, (ME2) is very limitative, not allowing for us to truly play the role of a character of our choosing.

The Paragon/Renegade way leads heavily to extreme characters; discouraging more
complex and rich characters. This tends to result in Shepards that have one set
demeanour, regardless of the occasion.

A system that takes into attention that some Shepards may be more skilful with diplomacy and intimidation than others, and a system that makes the paraphrases more clear, so we could know Shepard's motivations and not just have a general idea of what he his going to say in a given phrase would greatly improve the gaming experience... Now this would, for me, certainly be better RPG mechanics.

#1766
Skuggans

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AlanC9 wrote...

Gatt9 wrote...

I expected better of you Alan,  it's *very* obvious that EA controls Bioware.  DA2's design and release,  having chosen to completely redesign DAO before it even released and they saw it's reception.  ME3's delay to add Kinect,  despite the fact that it doesn't actually add anything to the game,  just a marketing bullet point.  The DAO dev who resigned because of the sudden change in design direction.

It's very obvious who's in control,  and that it's not Bioware.


Hey, I'm not denying that EA controls Bioware, although my preferred phrase is  "Bioware is EA". I just don't think the difference between EA and Bioware is as great as some would have us believe.

Bio's always wanted to make mass-market products and lots of money. D&D is the lowest common denominator of RPG systems; Star Wars is the lowest common denominator of SF. Bio invented DLC on their own. Bio did an action RPG long before the EA purchase. And as for ME1's "RPG elements," what struck me about ME1 was that whoever was in charge of the design didn't seem to believe in loot and exploration any more than I do, at least judging from the zot allocation to those parts of the design




Do you really want to know what will happen to Starwars?

Not a single SCIFI-MMO has been successful, even tho they have spent alot of money on the development in the past, and probably will in the future. No one knows exactly why they cant succeed, and probably no one will know what they did right once the do succeed. But I think we all can agree that a SCIFI-MMO would need to have something really special if they are going to succeed, a franchised title is a good start if you're going to target a 12-years old playerbase on average. Everyone else will just shrug if they hear its going to be a Starwars game, it's not unique. And if the game doesnt have everything that the most popular Fantasy-MMO's already have added after countless of patches and content addons it's not going to succeed. Most players have limited time to play, and if a player who has played another fantasy game for X amount of time and already is rooted in its society, with friends, raiding teams and such, if that player would try Starwars the chance he would stay for any longer period of time are very small. It's not that fun to level up from scratch and have to grind gear you know, it's the same thing in all games really, some are quest-based, others are grinding-based, a few are pvp-based, but they are still the same.

I really cant see why Starwars would succeed, I never hear any good things about it from testers.

#1767
Skuggans

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Someone With Mass wrote...

ThePwener wrote...

People who think ME2 and 3 are RPGs are delusional.


And people who judges a game based of a demo of the incomplete version of the game months before it's released are idiots.

Your point is?






And people who think the game will be any different from the demo a few months away from the release are morons.

Game engine - Done cant be changed.
Graphics - Done, wont be changed.
Gameplay - Done, wont be changed.
Music - Done, wont be changed.
Voices - Done, wont be changed.

So whats left, a few months from the release date?

Well you got some npc's to add and some dialogues for them, maybe you want to enrich some areas graphics alittle by adding a stone here, a flower there. Oh and I almost forgot the most important, you want to market it a few months before, and you want to lay off some staff and give some of them other things to do for other games. But better keep 3-4 programmers for patches the first 3-4 months, then 1 guy should be able to handle it, just spread out 2-3 patches over the year and then leave it alone. If they get spare time between the patches they will add some DLC's that will make enough money to pay for the programmers providing us with patches.

Thats how EA do it, and thats how BioWare will do it.

#1768
emanziboy

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Skuggans wrote...

Someone With Mass wrote...

ThePwener wrote...

People who think ME2 and 3 are RPGs are delusional.


And people who judges a game based of a demo of the incomplete version of the game months before it's released are idiots.

Your point is?






And people who think the game will be any different from the demo a few months away from the release are morons.

Game engine - Done cant be changed.
Graphics - Done, wont be changed.
Gameplay - Done, wont be changed.
Music - Done, wont be changed.
Voices - Done, wont be changed.

So whats left, a few months from the release date?

Well you got some npc's to add and some dialogues for them, maybe you want to enrich some areas graphics alittle by adding a stone here, a flower there. Oh and I almost forgot the most important, you want to market it a few months before, and you want to lay off some staff and give some of them other things to do for other games. But better keep 3-4 programmers for patches the first 3-4 months, then 1 guy should be able to handle it, just spread out 2-3 patches over the year and then leave it alone. If they get spare time between the patches they will add some DLC's that will make enough money to pay for the programmers providing us with patches.

Thats how EA do it, and thats how BioWare will do it.


:blink:You know absolutely nothing about game development, do you?

#1769
In Exile

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vallore wrote...
Personally, what I would really like to see is a better dialogue system. The current, (ME2) is very limitative, not allowing for us to truly play the role of a character of our choosing.  


Which part of the dialogue system? The alignment metres? Or the wheel?

#1770
sbvera13

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Skuggans wrote...

Not a single SCIFI-MMO has been successful,


*cough* EVE Online *cough*

Agree about Star Wars.  It's a bad sign when their trailers don't include gameplay footage- they are marketing based on the license material, not their game, and that does not generate warm and fuzzies for me.  Also, it will be competing with GW2, which looks 100x better and more innovative.

#1771
Icinix

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SW:TOR - How to take a great single player game and throw it to the dogs.

I think it will carve itself a little niche, but I don't believe it will ever be uttered in history as a great game with members in 7 figures.

Shame really - KOTOR3 probably would have sold millions.

#1772
Travie

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Skuggans... Just stop guy. Its hard to find something in your posts that is actually correct.

#1773
EternalPink

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Skuggans wrote...

AlanC9 wrote...

Gatt9 wrote...

I expected better of you Alan,  it's *very* obvious that EA controls Bioware.  DA2's design and release,  having chosen to completely redesign DAO before it even released and they saw it's reception.  ME3's delay to add Kinect,  despite the fact that it doesn't actually add anything to the game,  just a marketing bullet point.  The DAO dev who resigned because of the sudden change in design direction.

It's very obvious who's in control,  and that it's not Bioware.


Hey, I'm not denying that EA controls Bioware, although my preferred phrase is  "Bioware is EA". I just don't think the difference between EA and Bioware is as great as some would have us believe.

Bio's always wanted to make mass-market products and lots of money. D&D is the lowest common denominator of RPG systems; Star Wars is the lowest common denominator of SF. Bio invented DLC on their own. Bio did an action RPG long before the EA purchase. And as for ME1's "RPG elements," what struck me about ME1 was that whoever was in charge of the design didn't seem to believe in loot and exploration any more than I do, at least judging from the zot allocation to those parts of the design




Do you really want to know what will happen to Starwars?

Not a single SCIFI-MMO has been successful, even tho they have spent alot of money on the development in the past, and probably will in the future. No one knows exactly why they cant succeed, and probably no one will know what they did right once the do succeed. But I think we all can agree that a SCIFI-MMO would need to have something really special if they are going to succeed, a franchised title is a good start if you're going to target a 12-years old playerbase on average. Everyone else will just shrug if they hear its going to be a Starwars game, it's not unique. And if the game doesnt have everything that the most popular Fantasy-MMO's already have added after countless of patches and content addons it's not going to succeed. Most players have limited time to play, and if a player who has played another fantasy game for X amount of time and already is rooted in its society, with friends, raiding teams and such, if that player would try Starwars the chance he would stay for any longer period of time are very small. It's not that fun to level up from scratch and have to grind gear you know, it's the same thing in all games really, some are quest-based, others are grinding-based, a few are pvp-based, but they are still the same.

I really cant see why Starwars would succeed, I never hear any good things about it from testers.


Stars wars itself no but i believe thats due to licensing, as to sci fi mmo's themselves, theres EvE which i've not played, Black Prophecy which i have played (its good if you like space fighter combat), Neocron that was a shooter mmo which ran for quite a lot time (is still running but pop is small) and there is the one that bioware is doing also the warhammer 40k mmo coming out so peeps are still trying to be the sci-fi version of wow

#1774
emanziboy

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Actually, from what I've heard from beta testers, SW:TOR is a pretty darn good game. There are very few complaints, and they're nothing that can't be fixed before release. They're saying that it feels like WOW in all the ways you want it to, but it's a lot better in other ways, especially the story. I haven't played it, nor do I play MMO's, just passing along what I heard. But from all the people who have played the beta, it seems most love it.

#1775
Bnol

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sbvera13 wrote...

Skuggans wrote...

Not a single SCIFI-MMO has been successful,


*cough* EVE Online *cough*

Agree about Star Wars.  It's a bad sign when their trailers don't include gameplay footage- they are marketing based on the license material, not their game, and that does not generate warm and fuzzies for me.  Also, it will be competing with GW2, which looks 100x better and more innovative.


Most MMORPG trailers don't have gameplay footage and when they do have gameplay footage it is more cinematic with wide vistas, exotic locations and brief looks at interesting monsters, and not anything meaningful in terms of actual gameplay.  They instead have separate gameplay trailers and demos.  Although not sure why MMORPGs were even brought up by Skuggans, considering that the Star Wars reference in the post was about KOTOR, a single player RPG that is already out and that we can accurately compare.