» Sat Jun 23, 2012 7:15 am
After seeing many videos and early beta reviews for Archage: Everything but the lore/story. It has the Elder Scrolls spirit all over it, with elements from Ultima Online (Ultima being one of Todd's earliest inspirations for TES), as well as other things that Darkfall tried to replicate, but ultimately failed due to lack of financial resources, a better engine and a larger team.
It's about time we skip to the next gen with MMO's. Accessibility, friendly UI, hand-holding the player for the first few levels and a clear sense of progression are lessons learned from WoW that all companies should follow, but -not- their business formula. The old tired content spoon feeding needs to stop, players should be given room to make their own content and pursue their own goals with complete freedom. It's the future of the genre and the technology is now able to deliver that. If we keep making games for 5-10 years old hardware, we're stuck in the same console loophole that has been plaguing the industry for the last few years, every new game will be more of the same.
The tank/dps/healer template got old, people want freedom to play how they see fit. Much of Elder Scrolls is about exploration and trial and error, you don't put leashes on where the player can go and what he can do (you can't go there, wait for the expansion!).
Everything neeeds to be dynamic, from the choices the player makes, to their impact in the environment around them, and the world needs to respond on a scale that is visible to everyone, not just the player. The Archage team seems to get that, as did the designers from the very first successful MMO, Ultima Online. Phasing and customized NPC dialogue are NOT dynamic, they're cosmetic tools to hide a very static theme park environment, which the players rides through with his seat belts fastened. Just being able to chop a single tree in front of your house already has far more impact in a persistent world than any dialogue wheel will ever be able to accomplish.