Are high budget games always going to try and appeal to the largest audience?
And if so, will the lowest common denominator ever be willing to accept, perhaps even embrace, the idea of risk in combat?
Are high budget games always going to try and appeal to the largest audience?
The short and simple answer is yes. That's how they make a profit.And if so, will the lowest common denominator ever be willing to accept, perhaps even embrace, the idea of risk in combat?
No. There really isn't a large market for this sort of thing. The lowest common denominator, as you put it, doesn't want to put their valuable and possibly limited time into gaining items that are then stolen from them when they inevitably die. You might find an independent title that caters to that sort of thing, but it's simply not going to appear in a big budget mainstream game.
Excuse me if I have missed it, but I do not see a general or off-topic forum section to post this, so I'm going to post it here.
This thread is meant purely as a hypothetical discussion. To toss around ideals and discuss the general state of death penalties in recent MMORPGs. It is not a suggestion to implement what I will talk about into ESO. An MMORPG must be designed around it to function properly.
What am I referring to? Think back to the days of Ultima online and Runescape. Upon death, you were not given a helping hand up, or a small slap on the wrist. Upon death, you were wrenched forthwith from the depths of hell and cast back into the world with naught but a pair of rags to cover your bones. Your gear and inventory lay bare on your corpse wherever you perished in the world, for any fellow adventurer to wander upon to claim as his own. Sounds intense does it not? Thrilling to those who've experience the indirect consequences imbued in a system such as this. To most players now however, it is simply scary. I fear they will never understand how heightened and impactful every little event is when real danger is present in the world with genuine consequences. A simple hike to a neighboring village is suddenly an adrenaline fueled fight for survival. Note the thrilling part I was discussing prior.
Where did those games go? Why are there no modern MMORPG titles even contemplating such a concept? Are high budget games always going to try and appeal to the largest audience? And if so, will the lowest common denominator ever be willing to accept, perhaps even embrace, the idea of risk in combat? I ask this because frankly, I am bored of modern titles. They offer no excitement comparable to what I've had the pleasure of experiencing, and it makes me very sad.
Mmm, that's all I have to say for now. Feel free to shoot in your thoughts on the matter, if you think there's any hope for players like me who want a more difficult and perilous experience or if I am merely an antiquated relic of days long gone never to return...
pieceofyarnb14_ESO wrote: »One word......de-level. If it never happened to you then you don't know the pain in the butt it really was.
"I was there" - EVE Online. 10+ years and going strong.
pieceofyarnb14_ESO wrote: »One word......de-level. If it never happened to you then you don't know the pain in the butt it really was.
Excuse me if I have missed it, but I do not see a general or off-topic forum section to post this, so I'm going to post it here.
This thread is meant purely as a hypothetical discussion. To toss around ideals and discuss the general state of death penalties in recent MMORPGs. It is not a suggestion to implement what I will talk about into ESO. An MMORPG must be designed around it to function properly.
What am I referring to? Think back to the days of Ultima online and Runescape. Upon death, you were not given a helping hand up, or a small slap on the wrist. Upon death, you were wrenched forthwith from the depths of hell and cast back into the world with naught but a pair of rags to cover your bones. Your gear and inventory lay bare on your corpse wherever you perished in the world, for any fellow adventurer to wander upon to claim as his own. Sounds intense does it not? Thrilling to those who've experience the indirect consequences imbued in a system such as this. To most players now however, it is simply scary. I fear they will never understand how heightened and impactful every little event is when real danger is present in the world with genuine consequences. A simple hike to a neighboring village is suddenly an adrenaline fueled fight for survival. Note the thrilling part I was discussing prior.
Where did those games go? Why are there no modern MMORPG titles even contemplating such a concept? Are high budget games always going to try and appeal to the largest audience? And if so, will the lowest common denominator ever be willing to accept, perhaps even embrace, the idea of risk in combat? I ask this because frankly, I am bored of modern titles. They offer no excitement comparable to what I've had the pleasure of experiencing, and it makes me very sad.
Mmm, that's all I have to say for now. Feel free to shoot in your thoughts on the matter, if you think there's any hope for players like me who want a more difficult and perilous experience or if I am merely an antiquated relic of days long gone never to return...
Excuse me if I have missed it, but I do not see a general or off-topic forum section to post this, so I'm going to post it here.
This thread is meant purely as a hypothetical discussion. To toss around ideals and discuss the general state of death penalties in recent MMORPGs. It is not a suggestion to implement what I will talk about into ESO. An MMORPG must be designed around it to function properly.
What am I referring to? Think back to the days of Ultima online and Runescape. Upon death, you were not given a helping hand up, or a small slap on the wrist. Upon death, you were wrenched forthwith from the depths of hell and cast back into the world with naught but a pair of rags to cover your bones. Your gear and inventory lay bare on your corpse wherever you perished in the world, for any fellow adventurer to wander upon to claim as his own. Sounds intense does it not? Thrilling to those who've experience the indirect consequences imbued in a system such as this. To most players now however, it is simply scary. I fear they will never understand how heightened and impactful every little event is when real danger is present in the world with genuine consequences. A simple hike to a neighboring village is suddenly an adrenaline fueled fight for survival. Note the thrilling part I was discussing prior.
Where did those games go? Why are there no modern MMORPG titles even contemplating such a concept? Are high budget games always going to try and appeal to the largest audience? And if so, will the lowest common denominator ever be willing to accept, perhaps even embrace, the idea of risk in combat? I ask this because frankly, I am bored of modern titles. They offer no excitement comparable to what I've had the pleasure of experiencing, and it makes me very sad.
Mmm, that's all I have to say for now. Feel free to shoot in your thoughts on the matter, if you think there's any hope for players like me who want a more difficult and perilous experience or if I am merely an antiquated relic of days long gone never to return...
The best game ever made on any platform. The only reason I do not still play it is time. It eats time like candy."I was there" - EVE Online. 10+ years and going strong.
pieceofyarnb14_ESO wrote: »One word......de-level. If it never happened to you then you don't know the pain in the butt it really was.
Reminds me of the good ol days of FFXI.
It encourages players to take calculated risks, and the excitement that flows when you do is unparalleled. I've taken many risks in Runescape, Ultima Online, Darkfall, etc... even knowing that death had serious consequences. It simply made it more fun for me, but it also spoiled me. That level of thrill is unavailable in safe MMOs. Nothing comes even close, and unfortunately it is impossible to truly convey through words. You have to experience it to understand.