It's good that he left.No wonder Ghostcrawler jumped ship and started something different.
No wonder Ghostcrawler jumped ship and started something different.
I'm OverWatching2ing what you did there.prediction
1) Riot games tries to work on MMO
2) It doesn’t work (you are here)
3) They decide to make a shooter with the assets
4) it becomes a huge hit
5) they decide to work on a sequel game that is similar to the failed mmo project. The huge hit is abandoned with no updates of note
6) sequel comes out with nothing promised and ends up just being original game with a couple extra things and more monetization
Gacha-loaded games aren't what I'm looking for in a MMO, but you do what you do.It's good that he left.
I'm guessing that he made a Modern WoW clone and then we entered a golden age of RPGs from Elden Ring to Baldur's Gate 3 which are nothing like WoW.
We also had WoW Classic go viral multiple times which uses none of the Modern WoW design philosophy Ghostcrawler would have been implementing.
Also what is earning the most money? Genshin Impact? That game has an excellent open world which MMOs should learn from and doesn't use traditional MMO monetisation.
Not saying that gatcha is good for games, just that it's what is making money.Gacha-loaded games aren't what I'm looking for in a MMO, but you do what you do.
That aside, you're partially right.
1) Take an open world - which they already have, developped and full of lore ready to implement.
2) Make a shit-ton of dungeons, raids and open-world bosses
3) Put classes that are close matches to each hero of LoL (remade for a MMO/solo environement rather than a MOBA), lock them to each native region, but not to character appearance (fuck gender-locked asian MMOs).
4) Use action combat, not tab-target. Everyone uses that these days.
5) Start dropping objectives to strive (grind) for
a: Cosmetics via random drop /gacha-chests so that you can in the end duplicate the exact appearance of your archetype LoL hero. Shortcuts available through shop for monetization (it does work)
b: Factions so that you can go all around and enter cities for additional shit, but that doesn't stop you from teaming with other players
c: Character slots so you can expand your stable of characters (see a/b) beyond 5. Shortcuts available through shop for monetization
d: Pvp maps, GW2-style (award gacha chests for above?)
e: Quarterly "pass" where you get a bunch of all sorts of tasks to award you gacha chests above, with premium pass for more chests
Done.
Gacha-loaded games aren't what I'm looking for in a MMO, but you do what you do.
That aside, you're partially right.
1) Take an open world - which they already have, developped and full of lore ready to implement.
2) Make a shit-ton of dungeons, raids and open-world bosses
3) Put classes that are close matches to each hero of LoL (remade for a MMO/solo environement rather than a MOBA), lock them to each native region, but not to character appearance (fuck gender-locked asian MMOs).
4) Use action combat, not tab-target. Everyone uses that these days.
5) Start dropping objectives to strive (grind) for
a: Cosmetics via random drop /gacha-chests so that you can in the end duplicate the exact appearance of your archetype LoL hero. Shortcuts available through shop for monetization (it does work)
b: Factions so that you can go all around and enter cities for additional shit, but that doesn't stop you from teaming with other players
c: Character slots so you can expand your stable of characters (see a/b) beyond 5. Shortcuts available through shop for monetization
d: Pvp maps, GW2-style (award gacha chests for above?)
e: Quarterly "pass" where you get a bunch of all sorts of tasks to award you gacha chests above, with premium pass for more chests
Done.
Realizing that you have no hope is the first step on the path to recovery.Pantheon is our last hope broskis
... or going back to EQ.The ONLY issue with any of that is what Blizzard "Learned" over a bit.
How do you justify having 400-1000 employees on a project if you accomplish your goals?
All those goals have been accomplished by teams of 20-100 people. Hell look at Evercraft Online, that has under 20 people.
All these idiots try to reinvent the wheel when they don't need to, they just need to fill the vacuum that was created when WoW started sucking and losing player trust. Thats MILLIONS of players...even more these days because games suck and most people are looking for the next generational game to play.
Nah, bro. Other way around. EQ is the freaky ex with daddy issues who never said no.Going back to EQ1 at this point is like seeing an ex-partner that used to psychologically abuse you for years and thinking “maybe this time it will be different!”