WildStar preview: MMO problem-solver
WildStar is an ambitious project that holds a lot of promise. Maybe Carbine won't make "the next great MMO," but given all the talent and intelligent ideas behind WildStar, it should at least be a fun one.
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Kat Bailey posted a new article, WildStar preview: MMO problem-solver.
WildStar is an ambitious project that holds a lot of promise. Maybe Carbine won't make "the next great MMO," but given all the talent and intelligent ideas behind WildStar, it should at least be a fun one.-
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Seriously.
An ambitious new MMO from a new developer which is so exciting because they've got people from previous companies that worked on popular MMOs!
I just can't shake the feeling that this, like every other recent MMO, will receive reasonable success at best, settle at a population level that can sustain it, and nothing more...or will just fail outright.
I have a hard time caring these days when MMOs try to tell me all the things I can *do* in their game. Instead, tell me how anything I do in the game will actually be fun, then we can figure out whether or not being able to do those things actually excites me.-
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I don't think anything needs to. MMOs just have to make something different but still good and they should be successful. Eve appeals to a completely different audience and does fine. It's never going to hit WoW size numbers but it doesn't need to.
I think the next Everquest could do very well if it's actually like they're describing it, difficult and lots of player interaction with the world.
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Its very simple, to think about the future, we have to look into the past. The origin of all MMMs? They came from MUDs. The successors, in pandering to the masses have destroyed the basics of why therewere so many MUDs that were super successful even after a decade, and technically had no "end game".
Think about it.. you could spend a year or even two playing _hardcore_ and yet probably wouldn't be at the highest level "cap" of the game. If you did, you were rewarded by being able to become a "Wizard" or Demi-God and then start helping on making the game/MUD even better, by starting your own events, adding your own areas.. it made for a rich, powerful and surprising experience. You could logon one night with your level 29 character (out of 30) or level 765 character out of 10,000 and depending on the clan politics or God politics you could usually count on something interesting and new going on. There were rarely updates or patches, but there were always new areas, new quests, new player-driven things going on.
Lastly, the reason why you could play for years and never reach the highest level... character death actually meant something. Every iteration of MMOs since the Graphical MUDs got popular, every advancement, every evolution has just led to making death less and less of an inconvenience and this is fundamentally breaking the system in ways that make it difficult for a gamer to understand unless they've come to enjoy the fruits of a system that is done correctly. Some games if you fell into a lavapit for example, you also lost all your shit you were carrying... lost that awesome wand of immolation? Well, now you have to travel back to the Tower of Sorcery with a large group and hope you can get that drop again at the top. Sure, you would get pissed, swear, maybe even cry... but did that EVER stop you from playing? No... it made you play harder, longer, better, (usually, [hopefully] safer)
Better Death systems give us so much more into the experience its hard for new or young gamers to grasp. The effects of the terrible death systems we have in place leave their mark everywhere, subtly ruining the game experience. Just one tiny example being ridiculous TIME SINKS (usually centered around the monetary system of current-gen MMOs)
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