daveywavey wrote: » I can see arguments for both. While Open World seems to fit with the game's design, I'd be a little disappointed to go up against the final game boss and have 300 players steamroll it in a matter of seconds.
Vhaeyne wrote: » I would have to say that the concept of a epic questline leading up to a final boss is a flawed one in itself. Intrepid can tell me I am wrong about their vision of the game if I am, but in my opinion we are the the final boss. The wars we have with each other to me should be the final boss. Any dragons or powerful monsters in the world are just resources to be fought over. The only story I care about is my node vs whom ever wants to take it. That is a living story that we can all participate in. In this way, all bosses can and should be open world. Feel free to disagree, but I have stated many times that MMOs need to be moving away from set quests and storylines, and move deeper into systems that harvest natural player interaction and emergent stories. A little bit of background lore and setting is fine to give players a starting point, but we need not have the DEVS drip feed us story every six months like WOW and FFXIV.
Vhaeyne wrote: » The wars we have with each other to me should be the final boss.
Noaani wrote: » While I agree with this as a general point - groups of rival players should be considered the most serious threat - that doesn't preclude the need (yes, need) for quest based content. While some people are happy with the idea of harvesting, crafting and PvP'ing in order to progress so they can better harvest, craft and PvP, most players want more than this from an MMO. There needs to be activities that people can actually *do* so that the harvesting, crafting and PvP'ing that players do have a meaning other than being self-perpetuating. This was my biggest issue with Archeage. Even before it became heavily pay to win, players were leaving the game due to there being nothing to actually do. In fact, my argument would be that it became overly pay to win in order to make a profit after the bulk of the playerbase left due to having nothing to do. Basically, without something to do, most players will not have anything to do. The best thing to give players to do - arguably - is solid quest content.
Vhaeyne wrote: » Right, now I am thinking AOC is like 20% story, 80% open world.
Marzzo wrote: » I can't understand how anyone wants an epic encounter in the open world. The lags, the tank and spank mechanics, just ugh. Just the fact that a boss is balanced around the fact that troll guilds will come and try to stop you makes me cringe. It's a sad truth that open world bosses are just there to be cool. The only challange is using brain power to spawn camp it and hope some scrubs dont come and mess up the fight. If nobody comes and messes up the fight the boss will just be a cakewalk since you cant make a boss with deep mechanics open world. Never seen it in any game.
Noaani wrote: » Vhaeyne wrote: » Right, now I am thinking AOC is like 20% story, 80% open world. Open world doesn't mean there is no story - it basically just means "not instanced".