Shonuff
Mr. Poopybutthole
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I dunno. I read this and am more confused.What is storybricks besides users selecting quests from templates and turning a few knobs?
http://eqn.junkiesnation.com/2013/08...hats-the-deal/
I dunno. I read this and am more confused.What is storybricks besides users selecting quests from templates and turning a few knobs?
Sorry to hear that. I get it too. Certainly don't feel that way because eq isn't my baby, but sorry.any of you that are of the age must remember that feeling. Growing up around Star Wars, as a kid, geeking out as a teenager, getting the games, reading the books and totally went mental when Lucas announced the prequels. Reading non stop leaks and info building up to the release date. Watching people line up weeks in advance outside theatres, going with some friends to the midnight showing or one of the other 24 hour/day showings at the time. Then while you're watching the most excruciating piece of shit every put to film, wrapping your head around Jar Jar and all the other crap going on, your brain can't quite grasp what you're witnessing. It was total denial. Even after the movie ended we were still trying to convince ourselves "gee, that wasn't that bad, that wasn't the biggest letdown in the history of humanity"... That was exactly the feeling watching the EQ Next reveal and watching that stupid cartoon lion which (i'm not fucking kidding here) I thought was supposed to be a joke a first then realized they were dead serious about it. What small percentage of hope I ever had left in regards to the MMORPG genre just slipped away like a fart in the wind.
With combat, AI, and death penelty yet to be disclosed, I think it is too early to determine the casual v. hardcore nature of the game.people like itzena still don't understand that, deep down, players don't want casual mmos. sony could have made a "hardcore" mmo and the name alone would have piqued the interest of a lot of people.
"scarcity of resources". This fuels a community. Be it scarcity of loot, exp, mobs, spells and abilities (ports, rez, summon corpse), etc. Scarcity forces humans to interact and develop strategies to overcome. This interactions is the REAL content in an MMORPG. Not the mickey mouse shit that devs add in a theme park that they think will keep players playing for years on end then wonder why everyone is quitting after a few monthsWhat is hardcore to you anyway? Death Penalty?
I loved SM and hated BRD but otherwise I agree with everything else you said. Game companies definitely seem to have it backwards. Focus should be make an AMAZING game and the money will come. Not focus on how can we make a game that makes the most money.If your goal is to make money, your game will be a failure. It's just that simple. Games like EverQuest, Ultima Online, made money, but in the beginning, the developers made the game they wanted to make, and the game was financially successful because of that. The industry is now ass-backwards.
A real game studio will fire all of their 'marketing focus group' and beancounting parrots. Fire them and replace them with more artists and engineers. We don't need a marketing group to tell us that Scarlet Monastery was the most utilized dungeon. We don't care. That dungeon fucking sucked in every way possible, so another like it shouldn't be made.
Developers make the dungeons they think would be awesome to play in, which I'm guessing is what led to places like Guk and BRD. That's what we need EQ:N to be, not a marketing focus group-based game.
Yeah I totally disagree. Lead devs getting a 'vision' and then protecting it like a baby is almost always terrible. Good marketing is the solution to developing a successful vision. Just because a group of people do research on what people want doesn't mean you must appeal to the lcd and create a dozen SMs.If your goal is to make money, your game will be a failure. It's just that simple. Games like EverQuest, Ultima Online, made money, but in the beginning, the developers made the game they wanted to make, and the game was financially successful because of that. The industry is now ass-backwards.
A real game studio will fire all of their 'marketing focus group' and beancounting parrots. Fire them and replace them with more artists and engineers. We don't need a marketing group to tell us that Scarlet Monastery was the most utilized dungeon. We don't care. That dungeon fucking sucked in every way possible, so another like it shouldn't be made.
Developers make the dungeons they think would be awesome to play in, which I'm guessing is what led to places like Guk and BRD. That's what we need EQ:N to be, not a marketing focus group-based game.
the entire entertainment industry has shifted this way. It's all backwards. Back in the day it was like, "I'm creating art, music, a movie, a book, how can I make money from this". Now it's "I want to make money, how do I make music, a game or a movie that accomplishes this goal". That's why mainstream movies and music and shit just suck now because it's about making money, not about creating art. There is a big difference between, "making money from art" and "making art because you want to make money"If your goal is to make money, your game will be a failure. It's just that simple. Games like EverQuest, Ultima Online, made money, but in the beginning, the developers made the game they wanted to make, and the game was financially successful because of that. The industry is now ass-backwards.
How did that work for McQuaid and Vanguard?If your goal is to make money, your game will be a failure. It's just that simple. Games like EverQuest, Ultima Online, made money, but in the beginning, the developers made the game they wanted to make, and the game was financially successful because of that. The industry is now ass-backwards.
A real game studio will fire all of their 'marketing focus group' and beancounting parrots. Fire them and replace them with more artists and engineers. We don't need a marketing group to tell us that Scarlet Monastery was the most utilized dungeon. We don't care. That dungeon fucking sucked in every way possible, so another like it shouldn't be made.
Developers make the dungeons they think would be awesome to play in, which I'm guessing is what led to places like Guk and BRD. That's what we need EQ:N to be, not a marketing focus group-based game.
Sigil went on to be high successful, create a game that was released to great critical and popular acclaim, and toppled the MMO throne.How did that work for McQuaid and Vanguard?