Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
For the expansion game, I'm guessing it's one of those endless loot treadmill type games, where the only objective is to get the best loot available so wasting time finding nice leveling gear is pretty pointless.
I was just asking that question because I thought it was mentioned that gamers were being conditioned to be able to hit the level capped content quickly and I assumed it was a new MMO fad that I didn't know about.
But I agree with @Dygz that from the looks of things, capping your adventurer level seems to be but a small factor in the grand scale of your actual contribution to the world of Ashes.
TL;DR I think that if the devs are able to carry out what they have planned, the concerns stated here probably won't be realised.
Second paragraph - agree completely
Third paragraph - agree even more completely, and that's one of the things I, personally, am most grateful for.
People start endgame content within a couple of hours or a couple of days of hitting max level.
And then folks have to wait 12-24 months for the devs to provide new content with an expansion.
Because hitting max level takes 3 months at most and endgame lasts for 12-24 months, we have a whole generation of gamers who consider progression to max level to just be an unnecessary time-sink/grind which slows players from reaching the endgame (the real game).
Then there are games where this is not the case. Open world games like Minecraft and GTA V epitomise this, where the bulk of the gaming experience can occur beyond the victory condition. Building, socialising, exploring and resource accumulation motivate people to continue playing long after the last boss is defeated.
There are also simulator games that don't have an overt victory condition at all. Key examples here are Flight Simulator and Second Life. In these game players strive to gain achievements, accumulate resources, or perfect skills and appearances. Betterment, whether in single player or in competitive multi-player settings, keeps players engaged long after all content has been explored.
MMOs combine aspects of all of these genres and therefore can mean many different things to different people. Achievements, exploration, collection, PvP, resource gathering, mini-games, adventure, socialising, self-improvement, treasure hunting, survival, crafting, defeating end bosses, questing, role-playing; these are all things that excite and motivate people in MMOs.
To speak about a single victory condition in a MMO is as questionable as claiming a single definition of success in everyday life. Which brings me to the topic of "endgame". This idea harkens back to the linear concept of games ending after a victory condition is achieved. Over time, this limiting definition has evolved into a somewhat oxymoronic notion that the end of content is where the game really begins.
While the idea of endgame holds for themepark MMOs like WoW, with static backdrops and linear progression to a single victory condition, it really has no relevance to open world or themebox MMO games like Ashes, where progression and victory mean entirely different things to different players and where the world is constantly evolving based on player interaction.
RPGs, in general, are supposed to be dynamic, persistent worlds with a story that continues to progress due to player actions. Easier to do with tabletop RPGs.
Single player RPGs end once the characters reach max level and all the quests/bosses have been completed.
Same, really, for MMORPGs. Except devs have added endgame content to keep people occupied and paying subscriptions while the devs work on expansions.
But, yeah, lots of ironic oxymorons tied up with MMORPGs.
Endgame content.
Ever quests.
Persistent world.
(I need a button)
Haha, yeah, I've friends who play wow and tell me about it. I'm aware of that phenomenon at least.
My question was whether new games (not so much older games + expansions) rush players as quickly to the high level content.
For older games with established high level player bases, I find it's more understandable to speed up the leveling. Because if you want to get friends to join you, it's going to be tough to tell them that they'll have to farm/grind for a few months before you'll get to play together. Or that you're going to have to farm with a friend for a few months before you get to try the new expansion content with the friend.
- Buy the game $70.
- Pay the sub $15 (you only need one month).
- Buy a shiny new level 100 character from the Blizzard Store for $60.
- Find a guide and spend a few of hours levelling to 110.
- Buy two game time cards from the Blizzard Store for $50.
- Sell the game time in the auction house to get in-game gold.
- Use the in-game gold to buy a carry through some end-game raids.
All of the above uses official Blizzard systems.CONGRATULATIONS!
You are now max level with max gear in under a day and it only cost $195!You win!
Whoever said MMORPGs should be challenging was an idiot
SWG is classic example of why imitating your competition is disastrous.
The "WoW clone" period.
It's hard not to use WoW as an example as it's influence cannot be disputed. even though some other MMOs have done elements of the genre far far far better.
However from my observation WoW derailed and pulled the rest of the industry with it. And with such a massive influence nobody wanted to admit they made a mistake. You can't leave known bad/broken design flaws ignored or a facet of the consumer base will adopt it as a feature* and defend it and as a result disenfranchise the rest of the community.
But you know shit happened when blizzard stopped showing official subscription base numbers. But will boast about active population 1 month after expansion.
As I said before I am confident Ashes will deliver a respectful MMO to the genre.
and cater for the the MMO community that jumped off the train before it derailed.
As far as I am concerned that impact that derailed the train was "end game mentality"
and I hope it never pulls into the station at Intrepid Studio.
Now, we're ready for a revolutionary game design.
(steamrolling screaming goblins was a bit too horrific for this carebear, though)
So there you have it.
So there you have it.
Necro bug courtesy of @nagash.