LOTR Online Dev Turbine Gets New CEO
According to the announcement, Crowley had been working with Turbine on a long-term strategic plan for Shadows of Angmar for months before he officially came on board. The announcement gave no indication of former CEO Anderson's reason for leaving or his future plans.
Turbine also created the PC online titles Asheron's Call and Dungeons & Dragons Online: Stormreach.
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Oh shit, I just remembered I'm still paying for this game.
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I thought Lotro was a great game all the way till the end. The problem, like so many MMOs, is that there isn't enough end game content yet. I had the same experience with WoW, although admittedly WoW had more end game content early in it's lifecycle.
Turbine made a huge mistake having only 1 raid zone in the entire game (and it wasn't even there at launch). Also, they made the mistake of having crit'ed crafting gear be better than raid drops. I also read the next update contains only a single raid instance, and it's 12-man (2 group). More raids/end game content, less player housing.-
You do realize that persistant MMO's shouldn't have an "end game" and not everyone wants it that way. WoW really ruined the MMO Genre and now everyone want's wow with a new world, and plenty of "End Game" epic l00tz They have a ton of content in LoTRO, the music system, Housing coming online soon, Monster Play, Titles, Surnames and TONS of epic quest lines that are a blast to play.
The end game of LoTRO will be the one ring falling into the lava.-
Endgame content just means what's there when you hit the level cap, or at least that's what it's come to mean in WoW. To not have an endgame would mean no level cap, so I don't really see what you're getting at. There needs to be content to do after you hit the level cap, that's all he's saying. WoW has mounts/gear/fluff items (like pets) to work for, raids, instances, battlegrounds, arenas, seasonal events, professions to a degree, etc. No idea what LOTRO has so I can't really compare it.
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MMORPGs need to reinvent themselves... The only way that I'll ever get into an MMORPG again is if skill becomes more of a factor than having X level spec in Y ability. I think portions of MMORPGs are a good design (e.g. classes), but I think TF2 and other fun components of MMORPGs (DaoC's siege realms) allow players instant accessibility to the core components of game mechanics. Grouping of players with a variety of abilities and the user's experience with those character types.
The other problem is having to feel like you HAVE to go questing or level grind to gain better loot. Give users more options in how to level. Let them level up by spying on enemy installations or opening trade routes with neighboring towns. I know there's crafting, but that's worse than paint drying. Plus the levels you gain in crafting don't add any value to your combat skills. I think MMORPG designers have been focusing on the DnD components of building a character, that they've missed a chance to create something entirely fun and new.
Also I hope that future MMORPGs have AI that allow mobs to be more nuanced than simply running up to a character and attacking. Sure there are scouting parties. Sure there are raid mobs that have complex set of triggers, but once you know the steps the rest is just mechanical.
Give me Bioshock design in a persistent world.
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