Vhaeyne wrote: » I care about establishing a strong setting. I do not care about NPCs or their affairs. I care about the backstory up to the point the game goes live. From that point on, I only care about stories created through player interaction. See EVE online or 2b2t for examples. It is the same thing with using a Dungeons and Dragons campaign setting. There is a ton of backstory in forgotten realms, but once we sit down for our first game play session our world becomes its own. I am hoping to see that on a per server basis for AoC.
Noaani wrote: » Vhaeyne wrote: » I care about establishing a strong setting. I do not care about NPCs or their affairs. I care about the backstory up to the point the game goes live. From that point on, I only care about stories created through player interaction. See EVE online or 2b2t for examples. It is the same thing with using a Dungeons and Dragons campaign setting. There is a ton of backstory in forgotten realms, but once we sit down for our first game play session our world becomes its own. I am hoping to see that on a per server basis for AoC. While I do want to see this, I also want to see some of the regular storytelling that goes hand in hand with most MOM's. If the game is left to "just" player driven stories - and thus players as the only bad guys - then every threat you look at you are able to think "that threat is only one or two item upgrades above me, that is nothing". To me, the real excitment, challenge and interest in MMO's comes from beings that us players are simply never able to go toe to toe with. Without such beings, the games world seems pointless (as was the feeling I had with EVE when I played it for a while, many, many years ago). This doesn't just mean the encounters - in order for an encounter to actually feel imposing, there needs to be some lore behind it to tell you why you should be wary of it.
Noaani wrote: » While I do want to see this, I also want to see some of the regular storytelling that goes hand in hand with most MOM's. If the game is left to "just" player driven stories - and thus players as the only bad guys - then every threat you look at you are able to think "that threat is only one or two item upgrades above me, that is nothing". To me, the real excitment, challenge and interest in MMO's comes from beings that us players are simply never able to go toe to toe with. Without such beings, the games world seems pointless (as was the feeling I had with EVE when I played it for a while, many, many years ago). This doesn't just mean the encounters - in order for an encounter to actually feel imposing, there needs to be some lore behind it to tell you why you should be wary of it.
Maezriel wrote: » Noaani wrote: » Vhaeyne wrote: » I care about establishing a strong setting. I do not care about NPCs or their affairs. I care about the backstory up to the point the game goes live. From that point on, I only care about stories created through player interaction. See EVE online or 2b2t for examples. It is the same thing with using a Dungeons and Dragons campaign setting. There is a ton of backstory in forgotten realms, but once we sit down for our first game play session our world becomes its own. I am hoping to see that on a per server basis for AoC. While I do want to see this, I also want to see some of the regular storytelling that goes hand in hand with most MOM's. If the game is left to "just" player driven stories - and thus players as the only bad guys - then every threat you look at you are able to think "that threat is only one or two item upgrades above me, that is nothing". To me, the real excitment, challenge and interest in MMO's comes from beings that us players are simply never able to go toe to toe with. Without such beings, the games world seems pointless (as was the feeling I had with EVE when I played it for a while, many, many years ago). This doesn't just mean the encounters - in order for an encounter to actually feel imposing, there needs to be some lore behind it to tell you why you should be wary of it. But the threat isn't necessarily going to be only one guy a few item levels away...it's going to be comprised of an entire Node and/or several Guild Alliances. The player politics is what I'm most interested in as everyone will have vastly different reasons to fight each other.