They first ask:
Quote:
What is current-gen?
First, let�s set some ground rules. For the purpose of this discussion, we�ll say that �current-gen� MMOs have been lead by World of Warcraft and have, in general, the following characteristics (not an exhaustive list):
Questing: Quests are gathered in central hubs, and tell their stories by asking you to complete a series of fairly straightforward tasks that have very little, if any, lasting effect on the world or its population. (WoW dips its toe into the next-gen pond with its phasing tech, but it�s not used consistently enough to really break the mold.)
Instance: Dungeons, raids and other group content exists in a space reserved only for your group, whether it be 5, 10 or 25 man.
Crafting: Gather stuff to make stuff
PvP: Battlegrounds of set teams, smaller-scale arenas for competitive play (Best displayed in WoW) and some open-world PvP.
Combat: Swing, miss, swing, block, etc. Stand there and hit your opponent until one of you falls. Shield Wall? Yeah right, they�ll walk right through you.
Then they look at RIFT, GW2, SW:TOR and TERA.
Source: http://www.pcgamer.com/2011/03/24/ed...mos-look-like/
Follow their link to see their assessment.|||As far as I can tell, GW2 is next-gen for dynamic events AND combat (of the categories he stated). I have no idea what next-gen crafting would be.
As for the other categories... why fix it if it's not broken? I'm sure ANet will find ways to improve... but I don't think we need to next-gen it.|||Maybe I am missing something but I don't see crafting as that important. It is there, and it works, thats fine.|||I won't consider an MMORPG next-gen until it's seemlessly integrated into Facebook and consists of more than combat.
(Hi box, what are you doing with all those other people?)|||Quote:
...and consists of more than combat
that's a big one for me. and no I'm not talking about crafting and mini games. pushing digital faces in is always fun but, I'd like to see other options for those days where you just can't get mojo on.|||I don't really agree with their statement Rift: Public quests done right, although it's better than in Warhammer.
If you want to see how next-gen questing works, look no farther than dynamic events in GW2.|||Curvekiller - I agree with the sentiment, and I fully expect that this will change the way people view MMOs for decades to come. But the reality is that we don't know yet if it works as intended, and if people will indeed find it fun.
Also agree with Giggles and Akirai - non-combat activities that are fun, and neither mini-games nor grindbars. Trading for example can be a lot of fun given the right tools. Or maybe rebuilding - I can see having fun by running materials from carts to builders if under dangerous conditions. Another idea would be competitions like Olympics.|||That is one of the few things Second Life got right. No one is even trying to copy that aspect though for some reason. Don't know why not.|||Quote:
Maybe I am missing something but I don't see crafting as that important. It is there, and it works, thats fine.
The reason you feel that way is because it is bad.
Was crafting good, you would care more.|||The thing MMO devs need to realise is what Bethesda realises. Open, consistent, LIVING worlds will do 90% of the work for you, if you design them well. That is the most important key to the next-gen MMOs if you ask me. Right now most devs focus too much on content, progression, levels, bosses, and so forth. **** that--we're smarter than that.
In Oblivion you don't have to do the main quest, but you can still stroll around in the world as you please, and be very immersed. The same thing should apply to all MMOs worthy of their names. On Azeroth (WoW) every zone is merely there because it is written in the lore and has to be there, and to provide players with a new hub of quests in order to progress to the next zone, etc. What it SHOULD be like is, again, more like Oblivion, where every area is alive and really atmospheric.
You should be able to ignore 99% of the game and just settle down in a peaceful valley to tend to your crops, in theory. That's what no devs seem to realise, and that is what must be done for the genre to not only prevail but also dominate the market.
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