RPGWatch Forums - View Single Post - Article : "Content locusts killed my MMO"
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January 30th, 2012, 18:11
Rather off-topic : An interesting snippet from the commentaries there :

Einherjar_LC writes:

Originally posted by meesha035

Originally posted by knapu

Im just disapointed in the beta testers wtf did they do i would like to know ,pvp sucks unbalanced abd totally usless graphic bugs , skill lags etz i mean wtf .. this game could be rly good perhaps it will in future but by then noone will play it .

Same story as with most of other new mmos that came out latley

Unfortunately, 99% of 'beta testers' don't test / report anything. They're in it to get a head start when the game releases or to just play the game for free for a while.
Actually just saw these two posts and had to reply.

I beta tested SWTOR. Please don't be disappointed in us.

We reported bugs, numerous suggestions were made to improve gameplay and it was all ignored by Bioware/EA.

Once they announced the Dec 20 launch date, their only focus was to get the game in a functional enough condition to launch.

We did our job as testers, Bioware/EA failed you.
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1/27/12 9:49:45 PM

And I think that this comment adresses the "early MMOs vs. nowadays MMOs" thing best :

Valkaern writes:
Originally posted by tshack88

Would you rather take a long ass train ride through the desert, where you might see 1 or 2 amazing sights?

Or would you rather take a ride half that distance, but through a place where you see something that floors you at least twice as much?

The content they make in today's game is quality, not just bullshit filler like in the old days. If you really prefer the original EQ questing to a game like SWTOR you're batshit insane, I'm sorry.

And I also guaranfuckingtee you will not be writing an article about this when GW2 comes out even if you level at the exact same rate as today's game. Why? Because it's f2p.
I think the point you may be missing is that for many people there was no long train ride through a desert, everything you did was part of an ongoing experience; good, bad, frustrating, satisfying, fun, funny or fantastic. There was actually a wide range of experiences to be had, a broad spectrum rather than the one dimensional, shallow experience of easy win, fast to level, zero risk linear themeparks.

Travelling through Nektulos forest at night for example, wasn't just runnning with zero risk to the next bland and generic quest hub, it could go any number of ways and that's why you'd find people at zone in waiting to make the run with others for safety. It was actually a lot of fun. And that's not even including any of the GM run events, which actually used to be a real thing.

I know it's hard to imagine in the safety net linear path MMO emulator world of today (WoW and it's plethora of clones) but these zones were large, very dark, very dangerous and you had something at risk.

That right there alone has more of the makings of an adventure than sending me out to safely click something giant and glowing 20 feet from the menial task distrubtor in quest hub #32, and in those cases, something that actually caused the community to interact in a positive way (you know, in a way other than coming up with 'clever' remarks involving Chuck Norris, insults or jumping on the chest someone else is clearly fighting towards).

You mention EQ questing, the irony is EQ was very, very light on guided content. However the quests they *did* have generally involved some reliance on brain power, effort, usually friends, and in the cases of epic weapons over the years, working with many other members of the community to solve quests over a period of months - *that* was something worth doing, that was an accomplishment to be proud of.

That's another irony, those were more true to the term 'quest' than these ridiculous five minute chores involving clicking 10 cows justified by some low brow pop culture reference that some call content.

The level of commitment & communal interaction required to see anything worth doing through to completion was something I certainly appreciated. There was actually room to set yourself apart as well - not everyone was wearing the exact same bland gear from the exact same raid token merchants (yawn). The worlds were large and varied, as were the rewards.

And for the record, nothing in any WoW clone themepark has ever 'floored' me, it all felt like they'd taken previous games, had a pre-school teacher child proof everything and remove all the sharp edges leaving no basis for comparison. Everything was just fast and easy and after a time, tedious as there were no peaks and troughs, no variance in experiences to establish reference.

It's unfortunate that it sounds preachy to you, but you'll just have to accept the fact that clearly not everyone's in as much of a rush as you are to get on with it and be done with it.

As for Guild Wars 2, it doesn't sound like they're relying on the WoW/Swtor quest hub grind as the primary means of content delivery, so I'm sure (or at least hope) they'll have a rate of advancement suitable for their world and its events. Even if it does end up being another shallow and bland fast paced sprint to max level, at least they're trying something different. I'm pleased about that, whether the game ends up appealing to me or not, it's very satisfying to see people in the industry finally saying 'You know what? This whole linear quest hub grind thing is really getting old, let's try something different'.

And it's about time.
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1/27/12 9:52:44 PM
ONe rather satirical comment :

bossalinie writes:

It's like…they want a AAA old school game, but don't want the crowd that comes with the AAA label.
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1/28/12 3:54:32 AM
Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius and a lot of courage to move in the opposite direction. (E.F.Schumacher, Economist, Source)
Last edited by Alrik Fassbauer; January 30th, 2012 at 18:25.
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