VmanGman wrote: » CROW3 wrote: » VmanGman wrote: » Hahaha dude... the point is that there is no difference between Themebox and Sandpark... both terms refer to a mix between Sandbox and Themepark games... So you coming here to say that it's not Sandpark, but that it's instead Themebox is pointless because both terms mean the exact same thing so you are literally just here to disagree. Heh. There are differences, particularly relative to the story being told, and the player's participation in that story. Ultimately, Ashes is probably going to be its own thing somewhere in that gray. The only reason I brought it up, is that 'themebox' is how Intrepid explicitly refers to their design direction. Feel free to be aggrieved accordingly. This is so petty... Please go ahead and define the difference between Sandpark and Themebox. A clear definition that is accepted by the MMO community which clearly shows that the two are very different. It's not as if Steven referred to AoC as both a Themebox and a Sandpark.
CROW3 wrote: » VmanGman wrote: » Hahaha dude... the point is that there is no difference between Themebox and Sandpark... both terms refer to a mix between Sandbox and Themepark games... So you coming here to say that it's not Sandpark, but that it's instead Themebox is pointless because both terms mean the exact same thing so you are literally just here to disagree. Heh. There are differences, particularly relative to the story being told, and the player's participation in that story. Ultimately, Ashes is probably going to be its own thing somewhere in that gray. The only reason I brought it up, is that 'themebox' is how Intrepid explicitly refers to their design direction. Feel free to be aggrieved accordingly.
VmanGman wrote: » Hahaha dude... the point is that there is no difference between Themebox and Sandpark... both terms refer to a mix between Sandbox and Themepark games... So you coming here to say that it's not Sandpark, but that it's instead Themebox is pointless because both terms mean the exact same thing so you are literally just here to disagree.
Dygz wrote: » VmanGman wrote: » Hahaha dude... the point is that there is no difference between Themebox and Sandpark... both terms refer to a mix between Sandbox and Themepark games... So you coming here to say that it's not Sandpark, but that it's instead Themebox is pointless because both terms mean the exact same thing so you are literally just here to disagree. But... you indicated there is a difference between Themebox and Sandpark. You wrote: "What you are describing is an issue in theme park MMOs. In sandbox/sandpark MMOs this is not an issue. The content is the players and events they bring forward not the necessarily the gear you chase." That quote is flawed. The accurate version is: "What you are describing is an issue in theme park MMOs. In sandbox MMOs this is not an issue. The content is the players and events they bring forward not the necessarily the gear you chase." Ashes is a themebox/sandpark. Ashes has a mix of both dev curated "content" and players as "content".
Azherae wrote: » VmanGman wrote: » CROW3 wrote: » VmanGman wrote: » Hahaha dude... the point is that there is no difference between Themebox and Sandpark... both terms refer to a mix between Sandbox and Themepark games... So you coming here to say that it's not Sandpark, but that it's instead Themebox is pointless because both terms mean the exact same thing so you are literally just here to disagree. Heh. There are differences, particularly relative to the story being told, and the player's participation in that story. Ultimately, Ashes is probably going to be its own thing somewhere in that gray. The only reason I brought it up, is that 'themebox' is how Intrepid explicitly refers to their design direction. Feel free to be aggrieved accordingly. This is so petty... Please go ahead and define the difference between Sandpark and Themebox. A clear definition that is accepted by the MMO community which clearly shows that the two are very different. It's not as if Steven referred to AoC as both a Themebox and a Sandpark. Steven literally explained it, and @CROW3 quoted it to you. Like, he explained it EXACTLY. There doesn't even need to be a separate definition that is 'largely agreed on', the Creative Director used and EXPLAINED a term in detail. You are... more easily triggered than most people I know, and that's saying a lot.
VmanGman wrote: » Azherae wrote: » VmanGman wrote: » CROW3 wrote: » VmanGman wrote: » Hahaha dude... the point is that there is no difference between Themebox and Sandpark... both terms refer to a mix between Sandbox and Themepark games... So you coming here to say that it's not Sandpark, but that it's instead Themebox is pointless because both terms mean the exact same thing so you are literally just here to disagree. Heh. There are differences, particularly relative to the story being told, and the player's participation in that story. Ultimately, Ashes is probably going to be its own thing somewhere in that gray. The only reason I brought it up, is that 'themebox' is how Intrepid explicitly refers to their design direction. Feel free to be aggrieved accordingly. This is so petty... Please go ahead and define the difference between Sandpark and Themebox. A clear definition that is accepted by the MMO community which clearly shows that the two are very different. It's not as if Steven referred to AoC as both a Themebox and a Sandpark. Steven literally explained it, and @CROW3 quoted it to you. Like, he explained it EXACTLY. There doesn't even need to be a separate definition that is 'largely agreed on', the Creative Director used and EXPLAINED a term in detail. You are... more easily triggered than most people I know, and that's saying a lot. Steven also called AoC a sandpark MMO. What is the difference between the two if you are coming here to correct my calling AoC a sandpark as opposed to a themepark? If there is no difference between the two it doesn't matter.
Dygz wrote: » I mean... the weirdest part is focusing on casual v hardcore. People are not going to quit because they're losing to "casuals". How is a hardcore going to know they are fighting a casual-time player?
JamesSunderland wrote: » Hardcore players will always have the upper-hand in terms of gear (considering same farm efficiency but more playtime) over casuals, but gear isn't the ultimate form of power, skill and numbers can be casuals greatest strengths.
Caww wrote: » Casuals will be full-on participating due to the promise of massive PvP siege events where gear will only do so much to keep you alive long enough to charge. The excitement of these massive fights will draw and retain a lot of casual PvPer's. You will die so many times in these fights that getting ganked be some rando out in the open world will be a PIA and nothing more and you could just spitefully let the F'er take the corruption hit. But dying ain't gonna be nothing in this game, like others said, a few mats you didn't bank yet and some gear damage(?).
Azryil wrote: » Noaani wrote: » A good MMO will make sure players are never able to cap out on their progression. Before anyone gets to that top tier of progression, a new tier will be added to the game. This applies at the top end of the game, but also at various points all the way down so that no player has ever completed all the progression they feel they are able to complete. Sure, that may make some people feel like the game is just a never ending treadmill - but that is what MMO's are. They aren't supposed to end until the game closes down. I'm not sure this is realistic, ideally sure it would be nice to never run out of things to work towards, but short of making the content unbearably grindy or so difficult that the majority of players would never be able to complete it I don't think it could really be done. Players blow through content significantly faster than developers can realistically create engaging content.
Noaani wrote: » A good MMO will make sure players are never able to cap out on their progression. Before anyone gets to that top tier of progression, a new tier will be added to the game. This applies at the top end of the game, but also at various points all the way down so that no player has ever completed all the progression they feel they are able to complete. Sure, that may make some people feel like the game is just a never ending treadmill - but that is what MMO's are. They aren't supposed to end until the game closes down.
VmanGman wrote: » Noaani wrote: » VmanGman wrote: » Noaani You and I just have vastly different understandings to what is good and healthy game design for a MMO. I hope AoC succeeds. I have a simple question for you. In your experience, what do players do when they no longer have any meaningful progress they can make in an MMO? IMO one need look no further than WoW server populations to see this. They swell with new expansions, and as people complete the content they are able to complete, the population drops. Then, as new content (and thus new progression) is added, they come back - until they have completed the progression they are able to complete. A good MMO will make sure players are never able to cap out on their progression. Before anyone gets to that top tier of progression, a new tier will be added to the game. This applies at the top end of the game, but also at various points all the way down so that no player has ever completed all the progression they feel they are able to complete. Sure, that may make some people feel like the game is just a never ending treadmill - but that is what MMO's are. They aren't supposed to end until the game closes down. What you are describing is an issue in theme park MMOs. In sandbox/sandpark MMOs this is not an issue. The content is the players and events they bring forward not the necessarily the gear you chase. People will always have meaningful progress to make in a sandpark MMO as vast as AoC.
Noaani wrote: » VmanGman wrote: » Noaani You and I just have vastly different understandings to what is good and healthy game design for a MMO. I hope AoC succeeds. I have a simple question for you. In your experience, what do players do when they no longer have any meaningful progress they can make in an MMO? IMO one need look no further than WoW server populations to see this. They swell with new expansions, and as people complete the content they are able to complete, the population drops. Then, as new content (and thus new progression) is added, they come back - until they have completed the progression they are able to complete. A good MMO will make sure players are never able to cap out on their progression. Before anyone gets to that top tier of progression, a new tier will be added to the game. This applies at the top end of the game, but also at various points all the way down so that no player has ever completed all the progression they feel they are able to complete. Sure, that may make some people feel like the game is just a never ending treadmill - but that is what MMO's are. They aren't supposed to end until the game closes down.
VmanGman wrote: » Noaani You and I just have vastly different understandings to what is good and healthy game design for a MMO. I hope AoC succeeds.
Dygz wrote: » But, there are several ways people can skip over time obstacles - especially if you have hardcore time friends to help you do so.
VmanGman wrote: » I never said that there is a difference between themebox and sandpark. I simply said "sandbox/sandpark" because these games differ a lot from themepark MMOs. I did not say "sandbox/sandpark/themebox" because sandpark and themebox are the same thing so it would be redundant.
Dygz wrote: » VmanGman wrote: » I never said that there is a difference between themebox and sandpark. I simply said "sandbox/sandpark" because these games differ a lot from themepark MMOs. I did not say "sandbox/sandpark/themebox" because sandpark and themebox are the same thing so it would be redundant. You definitely said there is a difference. You wrote: "What you are describing is an issue in theme park MMOs. In sandbox/sandpark MMOs this is not an issue. The content is the players and events they bring forward not the necessarily the gear you chase." Content is the players is the Sand. Which is why you placed sandbox/sandpark in opposition to Theme and said the content is the players. Did you even read Steven's quote? Or did you merely not understand it?
VmanGman wrote: » I actually cannot believe that this is an argument we're having.
Dygz wrote: » Steven has used themebox and sandpark interchangeably the same as he has used Primary Archetype and class interchangeably. CROW3 posted a bigass quote where Steven spells out the differences. If you can't read that and comprehend the differences, that's on you.
Azryil wrote: » Players blow through content significantly faster than developers can realistically create engaging content.