noaani wrote: » leonerdo wrote: » Conversely, time-investment is closely tied to depth, but it's not enough on it's own. 10-hour quests or grinding sessions are pointless if there's no depth to them. Spending time to travel on foot isn't good design if the world you're travelling through is shallow and uninteresting. Absolutely true. You can't have depth if players don't put time in to a game, and players won't put time in to a game if you don't have depth. Developers need to set the expectation early in development, and clearly communicate that expectation to players before release.
leonerdo wrote: » Conversely, time-investment is closely tied to depth, but it's not enough on it's own. 10-hour quests or grinding sessions are pointless if there's no depth to them. Spending time to travel on foot isn't good design if the world you're travelling through is shallow and uninteresting.
dygz wrote: » noaani wrote: » leonerdo wrote: » Conversely, time-investment is closely tied to depth, but it's not enough on it's own. 10-hour quests or grinding sessions are pointless if there's no depth to them. Spending time to travel on foot isn't good design if the world you're travelling through is shallow and uninteresting. Absolutely true. You can't have depth if players don't put time in to a game, and players won't put time in to a game if you don't have depth. Developers need to set the expectation early in development, and clearly communicate that expectation to players before release. MMORPG players will also put in time if there is breadth. Breadth > depth. Certainly, the world has to remain interesting. Grinding inherently means doing something uninteresting for a long period of time.
noaani wrote: » I'm going to start out by saying that I'm not at all sure what grinding has to do with anything in this discussion. Grinding is the result of bad game designers, not as a result of needing to put time or effort in to anything. If a system is enjoyable in and of itself, grinding simply doesn't exist, if a system is not enjoyable, even the simple act of leveling up can be considered a grind.
noaani wrote: » Breadth is great, but it is no substitute for depth, and it never will be.
noaani wrote: » Breadth is great, but it is no substitute for depth, and it never will be. Lets imagine the game has five main paths, solo adventuring, group based, raiding, a crafting path, and a sailing path. Now, some people absolutely will take advantage of all five. This is a given. Some people, however, just don't like crafting and so won't use it. Some people will ONLY like crafting, and so only use that. Some people will love solo adventuring, but rarely want to group and never raid, and if the sailing path requires a number of people, that player that enjoys solo adventuring may find that the only things they enjoy from the above list are soloing and crafting. This means they only really play two fifths of the games breadth.
noaani wrote: » If none of these paths are particularly deep, a player that only enjoys a few of the above paths will quickly find themselves out of things to do. Most players simply won't partake in an activity in an MMO if they don't enjoy that specific activity.
noaani wrote: » If each of these paths are deep though, a player that only really cares about one will still find there is plenty to do.
noaani wrote: » I agree the world has to remain interesting, but it remains interesting by being deep.
noaani wrote: » A deep world has a story that is interconnected. The story from one area is inherently connected to the story from another area, which is tied to a thing you did 20 levels ago and will be referenced again a number of times in the future. This is a world that is deep.
noaani wrote: » A world that only has breadth though, that is where you go to a quest hub (or node in Ashes), and the story is totally disconnected from anything else in the game. Then you go to the next hub, and again, a story that is totally disconnected from the game.
noaani wrote: » It's like reading a multitude of haiku rather than reading a single epic. Sure, a haiku can be well constructed and amusing in and of itself, but once you read it and move on to the next, you're done with that first one. On the other hand a good epic can influence language and pop culture several millennia after the fact.
dygz wrote: » Grinding is leonerdo's complaint.
dygz wrote: » And I would much rather have a multitude of diverse quests than one epic quest.
dygz wrote: » Nope. A broad world is one that changes dynamically regardless of level. Rather than being static, with players moving from one hub to another as the their levels increase - culminating in an endgame at level cap. A broad world continues to have new stories even at level cap - regardless of what the level cap is.
leonerdo wrote: » @noaani Nah man. Wanderingmist is letting you off easy. I reported that shit. You can't tell someone off like that just because you disagree with them or you don't like how they talk, even if it's repeated. If you don't like someone, just piss off yourself and don't interact with 'em.
leonerdo wrote: » Please, explain to me how you think he's supposed to take that?
leonerdo wrote: » I only said the word "grind" once. And I don't even agree with your definition of it. So you kinda twisted my words. You can have good, fun grinding and boring grinding. Grinding just means you're doing the the same thing (or very similar thing) over and over. Let's say 5 times or more. If it's something you enjoy every time you do it, then it's still grinding, but it's fun and I don't have a problem with it.
noaani wrote: » And oh look at that, a nice segue into my definition of depth. Vertical progression often has nothing to do with depth. Depth is all about the number of interacting systems in the game/activity (vertical progression can be one of those systems, but not the only one). The complexity of the activity and the sheer amount of small variations and nuances is what allows an activity to be deep and fun for a very long time. If an activity is deep, some people (not me) might not consider it to be a "grind" at all, because every time you do it, it's a little bit different.
noaani wrote: » Basically, if I wanted breadth, I would just go play a bunch of different games. But personally (you are free to feel differently) I would prefer to play only a few games that are very deep.
noaani wrote: » I think the standard RPG formula with one epic quest and a couple diverse side-quests mixed in, is probably ideal. For Ashes, the "one epic quest" is probably the story of a Metropolis, and that's spread out over many players and a lot of activities. So Ashes probably leans more into breadth when it comes to quests/story. I'm hoping the depth gets made up for in the combat, crafting, and economic systems.
noaani wrote: » A broad/deep and static/dynamic are not inherently related to each other. You can have a world that is broad and static (WoW), broad and dynamic (Skyrim), deep and static (EQ2) as well as deep and dynamic (Ashes, hopefully).
noaani wrote: » Among (many) other things, I think you are getting mixed up between a broad vs deep progression path, and a broad vs deep world. These are absolutely not the same thing, are not interchangeable, and should never be confused with each other. It is possible to have a game with a deep progression path or a broad progression path in any of the 4 practical world types outlined above.
noaani wrote: » While there is no trial system, people will see you and just kill you because of your attitude. Hell, if you and I were on the same server, I'd offer a perpetual gold reward for every kill of you with a time stamped screenshot posted to the forums for proof. While corruption is absolutely a thing, a little bit of corruption isn't too big of a deal, and people are usually happy to take a small hit for the chance to kill that one player.
noaani wrote: » So far, Dygz, we all know that you don't want to have to form an in game social network. We know you would rather meet people through Twitch/Discord and such than meet them in game. We know you don't want an overly deep progression path (not world though, as you don't know the difference between a deep and broad world). We know you would rather have several small tasks to perform than one larger task. We know you don't want your progression to be hampered by not grouping up. You also seem to want a meaningful crafting system.
While some of the above will mesh well with Ashes, much of it won't. There is, however, a game out there that meshes well with every single one of the things you claim to want - Path of Exile.
noaani wrote: » The combination of the way he communicates and the fact that he isn't really interested in a guild in the sense most of us know a guild to function kind of tells me exactly how I can see things going.
dygz wrote: » It's fascinating to me that you presume I have to join a guild in order to have contacts with guilds and social communities willing to aid me in battle.
I suppose I would have to agree with you that I am conflating the two spectra you posit, since I don't even have a concept of a deep world for an MMORPG other than progression. So would have to explain your vision of broad v deep world that is not related to progression.
That is hysterical! "Path of Exile is an online Action RPG set in the dark fantasy world of Wraeclast. It is designed around a strong online item economy, deep character customisation, competitive PvP and ladder races." Everyone should know that I pretty much loathe competitive PvP combat. I sometimes enjoy objective-based city defense PvP.
apok wrote: » Working for what you have is what I loved about MMOs personalty I hated WoW when it came out because it seemed so much easier than other MMOs and still haven't really gotten into it to this day. Ive been saying it for years that the market sucks now because companies keep pandering to the minority of players who complain about games being "too hard" or "too grindy" and totally forget about the silent majority and this is why the crapshoot that is FFXIV is the best MMO on the market, the game is nothing more than a fantasy dress up game with a bunch of people hanging out in towns comparing their glamour items to other people's glamour items also off topic hear, why are there people constantly posting on threads without keeping to the topic of why the thread was created, no one cares if you lack a basic normal attention span to watch a short video. it's no reason to hijack a thread with childish posts.
dygz wrote: » leonerdo wrote: » [Editted cause giant quotes are annoying.] [Edit2: Gosh formatting is hard.]@noaani I'm gonna put your quotes in italics and my responses in plaintext because I don't want a bunch of quote boxes. If I leave something un-responded to, it's probably cause I just agree. If anyone thinks this long-form reply thing is dumb, well I'm doing it cause I think he made a lot of good points, but I have some specific clarifications or rebuttals that I want to add. Read however much you want to. _______________________________________________________________________________Spamming chat for a group is never fun, but that is what friends lists are for. In my experience, past the first 20 levels (or one week, what ever takes longest) people that spam chat looking for groups are the people I have grouped with in the past when things went poorly. People that are constantly in groups that go well don't spam chat looking for groups, they whisper people in their friends lists. You don't ever see a good tank or healer spamming for a group. This is that whole social connections thing. - These's are good points, but I still would prefer if those bad players always looking for new groups did so in a party-finder than in chat. I'd rather save region chat and LFG chat, for regular conversation and time-sensitive distress calls (like for world events or PvP gankers), respectively. That is soooo 20th century. I tend to disregard in-game chat for the most part. Instead, I find groups via twitch, twitter and discord. In Ashes, I hope to be able to find groups simply by visiting the homes of the players in my Node who like to play the way I play and are who are online when I'm online. I wouldn't be surprised to find that we end up conducting the bulk of our communication through twitch or discord. Seems like distress calls won't be very helpful with limited fast travel.
leonerdo wrote: » [Editted cause giant quotes are annoying.] [Edit2: Gosh formatting is hard.]@noaani I'm gonna put your quotes in italics and my responses in plaintext because I don't want a bunch of quote boxes. If I leave something un-responded to, it's probably cause I just agree. If anyone thinks this long-form reply thing is dumb, well I'm doing it cause I think he made a lot of good points, but I have some specific clarifications or rebuttals that I want to add. Read however much you want to. _______________________________________________________________________________Spamming chat for a group is never fun, but that is what friends lists are for. In my experience, past the first 20 levels (or one week, what ever takes longest) people that spam chat looking for groups are the people I have grouped with in the past when things went poorly. People that are constantly in groups that go well don't spam chat looking for groups, they whisper people in their friends lists. You don't ever see a good tank or healer spamming for a group. This is that whole social connections thing. - These's are good points, but I still would prefer if those bad players always looking for new groups did so in a party-finder than in chat. I'd rather save region chat and LFG chat, for regular conversation and time-sensitive distress calls (like for world events or PvP gankers), respectively.