|
| Welcome to the Video Game Forums forums. You are currently viewing our boards as a guest which gives you limited access to view most discussions and access our other features. By joining our free community you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content and access many other special features. Registration is fast, simple and absolutely free so please, join our community today! If you have any problems with the registration process or your account login, please contact contact us. |
| |||||||
| Cheat Codes | Arcade-(279 Games) | RPG | Donate | Member Forums | Daily Crossword Puzzle |
![]() |
| | Thread Tools |
| | #1 |
| Senior Member | Playing Warcraft III. It feels odd to dig it out and play it after you finish Northrend on WoW. I'm like yeah that's Rexxar and his pet Misha. I saw them in Blade's Edge Mountains in the Outlands. Then when I play Warcraft III again I just get nostalgic and wonder if they originally planned for such an elaborate universe for an MMORPG when they released this game. There is a lot of stuff left to be heard in WoW such as the original place of the goblins, the Maelstrom, Emerald Dream, the Pandarans, etc. |
| | |
| | #2 |
| Member Join Date: May 2006 Gender: Posts: 1,511 Thanks: 52 Thanked 41 Times in 34 Posts | It feels odd to play it after never having really played any game of the same type, and confined your own RTS life to C&C. |
| | |
| | #3 |
| Join Date: Aug 2002 Location: I rub my tilde all over your asterisk Gender: Posts: 28,100 Thanks: 2,151 Thanked 5,338 Times in 2,433 Posts | Well, it's not like War3 is the sole title in the series. 2 and 1 are equally relevant. Considering the first game, it's obvious that the title wasn't a priority or concept to them when they kicked off the franchise - I'm pretty certain that 1 is just evidence that they wanted to make a game in the RTS genre, and it really took off when they made 2. Personally, I think Starcraft would adapt better to an MMORPG setting, at least from the time WoW was released. WoW did well enough, but the rough geometric angles present in the scaled-down models of the MMORPG genre of that time would better lend itself to sci-fi futurism. High-fantasy has always been just that extra bit more successful than sci-fi, though, and I think they probably wanted to build on the esteem of War3's then-recent success. Starcraft is well-remembered, but they'd had 2 more highly relevant releases since SC. |
| | |
| | #4 | ||
| Senior Member Join Date: May 2000 Location: DenCo Gender: Posts: 9,850 Thanks: 127 Thanked 365 Times in 192 Posts | Quote:
Quote:
| ||
| | |
| | #5 |
| Join Date: Aug 2002 Location: I rub my tilde all over your asterisk Gender: Posts: 28,100 Thanks: 2,151 Thanked 5,338 Times in 2,433 Posts | I can really only think of a single time that the Matrix didn't fail. I know you're speaking profit-wise, though. I agree that a multi-planet system is hard to tackle. I'd plan different planets to be handled as sequels or expansions, probably. I was concerned with accomplishing a solid gaming environment, though, not so much to do with the likelihood of commercial success. Personally, I think manmade environments are easier to tackle in gaming overall. The chaos of nature is hard to recreate realistically, game designers always manage to make their environs feel too contrived. Considering man-made areas are meant to be contrived, my logic is a no-brainer. Sales-wise, though, I definitely don't see it performing as well as traditional fantasy. |
| | |
| | #6 | ||
| Senior Member Join Date: May 2000 Location: DenCo Gender: Posts: 9,850 Thanks: 127 Thanked 365 Times in 192 Posts | Quote:
The Matrix Online, however, was really ambitious and SHOULD have pushed through a mainstream sci-fi title. The universe was open enough (and not bogged down with 20+ years of buildup like Star Wars) to allow them to do pretty much anything, and the fact that they were actually extending the movie stories through it was pretty cool. Problem is it didn't get off on the right foot, they borked the first few live events, and the game completely tanked out of the gate. Star Wars Galaxies was another "can't miss" product that totally missed, and its entirely due to the simple fact that everyone wants to be a Jedi. They originally made it damn near impossible to become one, then they tarded it up to appeal to the lowest common denominator, which ruined the game (this is supposed to take place around Episode IV, and by the end they have far too many Jedis running around). Quote:
EveOnline is an interesting approach. Not mainstream at all, but the depth is insanely interesting. I think my personal favorite EO story is a faction sending someone into a rival faction undercover for over a year until they were able to embezzle all of their money and tech. I think some of the cooler ideas for space MMOs were basically aborted. I beta-tested a Battletech MMO for EA about a decade ago (Multiplayer BattleTech 3025 - Wikipedia, the free encyclopedia). The premise was pretty cool (pick a faction, fight in matches, and the results shift the territory maps. Earn money and buy new mechs ala Mech whatever: Mercenaries. It wasn't fleshed out as much as it could have been (More players instead of a 4v4 cap, infantry/armor and air/space support, in-game squad/guild/clan/whatever support, etc), and it was way too twitch-based to last long (The wiki article says matches were as short as 30 seconds, which is basically dead on). Star Trek is on the horizon, and that should be a "can't fail" property. It will though, since absolutely nobody wants to be Redshirt Ensign #5 and you can't have 10,000 Captain Kirks and 9000 Enterprises. As per profits though, MMOs are akin throwing all of your money and possessions on one number on a roulette wheel. There's only been ONE truly successful game in the history of the genre (WoW) and a handful of "decent" performing entries (Ultima Online, Everquest). Outside of those, everything else is either extremely niche (Eve) or stillborn failure. Off the top of my head of some failures: Tabula Rasa, Age of Conan, Warhammer, D&D Online (another CANT FAIL), Lord of the Rings Online (CANT FAIL), Ragnarok Online, WW2 Online, FF Online (Can't fail), Phantasy Star Online, Age of Heros/Villains, Anarchy Online, Asheron's Call, Dark Age of Camelot, Fury, Star Wars Galaxies, Planetside, The Matrix Online. That's the problem. One clearcut success, maybe three moderate success stories, and a steaming pile of failure. These things are moneypits for developers who see the WoW profits and want a slice. What they get is about 20K people, if that, plunking down 50 bucks for a trial that they never extend. Blizzard is successful with WoW because they basically took the best things from UO and EQ, streamlined it, and made it better and a little more userfriendly (IMO), so they poached the UO and EQ players in the initial year before it became some sort of cultural phenomenon. It also helped that Blizz essentially answered to nobody but themselves, and basically put Diablo III, Warcraft IV, and Starcraft II on a very lengthy hiatus to dedicate everything to the game and universe. Also doesn't hurt that they basically give away what EQ would charge for in their major patches. | ||
| | |
| | #7 |
| Join Date: Aug 2002 Location: I rub my tilde all over your asterisk Gender: Posts: 28,100 Thanks: 2,151 Thanked 5,338 Times in 2,433 Posts | I've never really thought of MMORPG or MMO in general as a successful or logical business model, considering all of the failures. People honestly don't want to pay a fee, and you can't really give a costly production away just for advertising income. That Battletech game sounds like it could've been pretty slick. I heard there was another game designed by one of the creators of the Ultima series that was similar to UO and is or was pretty big in east Asia (something like 6 or 7 mil players). Don't remember the name, but I'm sure you've heard of it. The problems with translating SC gameplay to a true 3D single-player perspective are definitely an issue. I think they could've created a few more character types to adapt it better, but in the long run it'd probably end up being a very over-the-shoulder/RE4 styled game. The Realm (Sierra's entry, from the later nineties) was probably the biggest let-down of the genre, in my experience. Way too early, and all the wrong approach. Then again, after playing Everquest I have to say EQ's gameplay was ridiculously limited compared to Ultima's absurd range of possibilities. It didn't help that my first experience with EQ included a glitched out hammerhead shark that was mysteriously levitating in place above the rocky coastline. Last edited by Cosmonautical; 04-18-2009 at 01:03 AM. |
| | |
| | #8 |
| Senior Member | Everquest was admittedly a sloppy MMO and to this day still remains pretty bad. As far as lore goes, I think it's okay in the fact that you can throw anything you want in there and it would fit in perfectly. |
| | |
![]() |
| Bookmarks |
| |
| |
| Thread Tools | |
| |