Definitely not. I hate MMO's with an absolute vengeance. This Franchise would die for me if it turned MMO, same as Mass Effect and KOTOR did
When did ME turn into an MMO? Last I checked it hasn't, unless I missed something.
Definitely not. I hate MMO's with an absolute vengeance. This Franchise would die for me if it turned MMO, same as Mass Effect and KOTOR did
When did ME turn into an MMO? Last I checked it hasn't, unless I missed something.
Definitely not. I hate MMO's with an absolute vengeance. This Franchise would die for me if it turned MMO, same as Mass Effect and KOTOR did.
But….You'll only ever see 3 other players at any given time in ME3MP. That kinda takes the "Massive" out of the whole equation.
DA:I already had quite enough MMO-style elements to it, indeed more than I would have liked (particularly the general feel of the combat, and the filler quests). I would be ill inclined to play it if it actually was an MMO, full of an absurdly large number of people compared to the story who were mostly bearing names that clearly didn't remotely fit in with the game world and who weren't even trying the slightest bit to roleplay.
Yeah, no. No way. There's a reason I don't play MMOs, especially not those set in any universe I actually care about at all.
Never...............Ever!
It isn't a suggestion.... more of a curiosity...... if people would play Dragon Age if it was made in a MMO style like Star Wars The Old Republic (or any other MMO for that matter). It's been a question I've been pondering for awhile & was wondering what others thought about it.
No.
It isn't a suggestion.... more of a curiosity...... if people would play Dragon Age if it was made in a MMO style like Star Wars The Old Republic (or any other MMO for that matter). It's been a question I've been pondering for awhile & was wondering what others thought about it.
I prefer Dragon Age to be a solid single-player experience.
If they handled it as well as they handled Star Wars: The Old Republic (which is one of my favorite games ever despite me not liking Star Wars or MMO's), with DAO-like Origin stories that get far more detailed starting areas and storylines before they watershed into the main MMO story, rather than the one hour origins in DAO that quickly became watered down to "the PC" once in Ostagar, while the individual starting areas and personal storylines for each Alliance and Class lasted much longer and were much more detailed.
If they made an MMO where I could play, say, a City Elf Origin that lasted for hours of gameplay with a long personal story and many questlines specifically tailored around my City Elf and that distinction remaining through the end of the game, instead of the game being designed with a human noble PC in mind, the main story quests being tailored around a human noble character, and only having NPCs occasionally remark, "Hey, you're not a human noble!" I'd pay more than I payed for DAI (which was full price).
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I actually think BioWare handled the MMO style in SWTOR better than they did with DAI. SWTOR had lots of great stories, cutscenes, conversations, opportunities to ****** ROLEPLAY since every single quest allowed you to solve it the way you imagine your character would instead of just "you click on NPC, NPC gives you fetch quest, you run off to do fetch quest, you come back, you click on NPC and get fetch quest rewards like pushing a button," etc. Ironically DAI had the bigger problem of MMO pitfalls imo: it just had giant empty sandboxes, tedious fetch quests, NPCs who just stand there staring blankly and dispense fetch quests and fetch quest rewards for you clicking on them like pressing a slot machine, etc.
I also like how in STTOR side quests get dispensed around the same time and place you go to a major quest area. Say you're in Village A and the main story NPC gives you a main story quest to go into Village B, when you go around talking to NPCs around Village A they'll want you to go get something for them in or around Village B or C. It's like, "Hey, I'm already going into that area anyway, so I might as well reap all these quests as I go." In DAI there's no freaking direction; your main story quest is often in one location but then every other NPC around you wants you to do fetch quests in another direction. For example, when you first go into the Hinterlands the "main story quest" is to get to Dennet to the west, but after you save the Crossroads and start talking to NPCs they all have fetch quests that point to the South Eastern Hills (where that cult is). So you can either go to Dennet and let poor refugees continue to starve and freeze, or go grab supplies for the refugees constantly feeling like you're farther away from Dennet than ever. It was just unnecessarily chaotic and gave me a headache.
So, yeah. Depending on how they did it--if it's as good as SWTOR and had DAO Origins-like starting areas and stories and questchains for each individual race/class combination the way they did for each class in SWTOR--I'd be all over that like flies on horse dung.
. Ironically DAI had the bigger problem of MMO pitfalls imo: it just had giant empty sandboxes, -- NPCs who just stand there staring blankly and dispense fetch quests and fetch quest rewards for you clicking on them like pressing a slot machine, etc.
Ah...DAI was most certainly NOT a sandbox, nor was TOR. A sandbox RPG, MMO or Single Player would allow you to have an affect on the world itself. In both games your only effect was to progress the storyline in the usual obscenely linear path. If you want a Sandbox game go play Mincraft, EVE Online or Arc:Survival Evolved. THOSE are sandboxes. And while they do have fetch quests (as does TOR Ghost Gal) Those three game NPC's have a series of routines which appear vaguely lifelike and adjust as you alter the world around them.
The Elder Scrolls series often fits a sandbox too, though not nearly to the same extent.
So, yeah. Depending on how they did it--if it's as good as SWTOR and had DAO Origins-like starting areas and stories and questchains for each individual race/class combination the way they did for each class in SWTOR--I'd be all over that like flies on horse dung.
I agree with the first part, depending on how they did it this could be great, but the TOR style "every class has a complicated interwoven storyline where they're all happening at once but seperate" would get ridiculously cumbersome really fast, particularly for expansions. As Bioware discovered creating TOR. The files for the Character questlines alone dwarfed the actual MMO engine that ran the servers. All that voice acting and cutscenes? Worse perhaps, it's not a very good thematic for a perpetual world state. WoW, EQ2, Rift, Wildstar and DCUO staved this off with EndGame Raiding content, but that still leaves the majority of your server un-used most of the time and a few small portions of the game stressing the server loads.
Personally, If I had any ability to control bioware's direction on this thing I'd make it more like EVE, ARC or even Skyrim.
Every time I come looking at these formus players go on about how much they enjoy bioware's dedication to player choice...Most of their story choices are binary and most of those you've got to wonder, even on the first playthrough, how in the world could these bonehead's act like this? Dragon Age was a beautifully constructed and intricate world full of fascinating lore, and yet the reasons I've replayed the games dozens of times is to find if there could possibly be a way to make less frustrating choices. The Anvil of the Void for instance; side with a lunatic and save the dwarven people at the cost of civil war and rampant blood sacrifice, or loose their single greatest weapon against the blight (and incidentally returning them to the stone as they claim to hope for) and watch their greatest genius of 1000 years commit suicide. And for what? because neither dwarf could handle their gods singing to them? Why does that have to make the player stupid too? Why couldn't you choose to pull caradin's head out of his ass? Or do so with Branka without driving her to suicide as well? Why not kick them both to the curb and take the anvil of infinite enchantments for yourself. Bhelen/Harrowmont's enchanted crown proves that if nothing else.
If Bioware took their notes from EVE and ARC instead of WoW and EQ2, the game could be dynamic. Yes, catalina, there would still be fetch quests and crafting, but these EVE and ARC had a very good, very visible and directly rewarding reason for those. Routines in EVE and ARC allow you do things like initiated or attack trade routes and affect the size and prosperity of the cities involved. You can hire, train and assign NPC guards, shop keepers and craftsmen without a heavily limited slotting system that pissed everyone off in WoW Garrisons. You can declare and lead wars. And actually LEAD them; something absolutely central to the story-line of 3 of Bioware's four DA games and TOR all claimed to do but utterly failed in, relegating the entire thing to background noise.
Imagine being able to play the Game in Orlais and affect the fortunes of your favorite or least favorite fop. Or being the second/third child of a Feralden noble off to make his fortune in the Free Marches, or Nevara? Journeying to Parvolen to swear yourself to the Qun, or Antiva city where you become a Crow. Join Isabella or her rivals as a Rivaini Pirate or become a Grey Warden and Hack&Slash your way through the deep roads in search of Broodmothers and Ancient Magister world bosses. Any City. Any Race. Any Origin. Mage or Templar. Chasind or Fog Warrior. Build a trading empire to compete with the carta, or rise to power as a bandit king. Master a trade or become a lord and rule your lands from a castle stronghold.
THESE are the kind of choices offered by the SANDBOX that is EVE Online and ARC Survival Evolved.
They don't even sacrifice the high RPG element Bioware is so fond of either. Through a massive series of community events the official territories in each game would tell a tale of a galaxy or tribal survivors at war, politics and trade filled with intrigue which could be driven by the players manipulations of the settings local fortunes. A Dragon Age MMO made like this would be something that could blow my mind.
Especially if we actually got to run a war-band/army of more than 3/x people.
I can understand pretty well how many people on this thread don't want to deal with a classic MMO of Dragon Age, but that doesn't mean there isn't nerdgasm worthy potential here. I suppose my greatest worry is that Bioware might take up the torch and hand us yet another unfinished game as seems to be their custom lately.
Ah well, I've ranted enough. See yall on the flipside.
I would hate it, but being the weak willed human I am, I would totally play it just to see what they do.
No.
NOPE!