In case you don’t want to sit through the EQNext showing, here are the cliff notes:
“If someone should do it, it should be EverQuest. Again” (UO…)
How do you like it? :mild applause:
Hyper linear paths with specific animation events, insert buzzword: “ parkour ”
:Summing up the GW2 character system as something new. Classes with weapons = abilities, zzz:
Destroying pre-set levels in pre-set scenarios
Grail 3: the UO living ecosystem (maybe this one will make it out of beta?) “You will be making change!” read: players will butcher everything until it all stops spawning and the system is removed.
Grail 4: Public quests, now stretched out for 2-3 months. (side-note: guy almost slips up and says your alt could repeat the content if you make the same choices. Sorta goes on to correct himself)
Talks about Everquest Next Minecraft – a world of penises (at least until devs start deleting them)
More talk about having the players create content for the devs
(Final note: Do SOE fans just not know when to clap, or was the presentation just not all that… jazzy? Awkward silence city.)
One has to wonder what SOE scraped prior to going with what they showed. Game must have been nightmare fuel. Terror wondering aside, what they showed was… something. I almost typed ‘meh’ but that best describes the latest Elder Scrolls Online gameplay video (Short summary: watered down ES gameplay + some MMO aspects = generic game with ES skin on top). What SOE showed was really more classic SOE; delusion and a misguided sense of greatness from the studio that is still living off its one hit title (EQ1).
First, EQN looks EXACTLY like Kingdoms of Amalur / Copernicus graphically, which is nice; at least all that work found a home. It still looks like a knockoff Disney movie, but I’m sure the kids will find that appealing. Plus anything is an upgrade over EQ2, by far the ugliest MMO ever.
As the cliff notes above point out, a lot of what was presented has already been done/tried. We know what happens when you allow players to full shape the world; the goons create a rain of penises (Second Life). We know what happens when mobs move around based on player actions; everything is farmed to extinction (UO beta). We know what happens when you sell the concept of a dynamic changing world without it actually changing long-term (GW2).
Now, can SOE take all of the above and make it work? Sure. Will they? Of course not, otherwise they would not be SOE. I mean, we are talking about the same people who included the ultra-lame “Do not stand in the red box” boss crap in their “we are awesome and totally new” trailer.
EQN will go in one of two directions IMO; it will either be somewhat close to DDO in terms of very linear ‘levels’, which will allow for solo or small groups to fully see the destruction, changes, and make it easier to hard-code all of the parkour bits. I think honestly that’s best-case for EQN; it won’t be the big bad sandbox SOE is trying to hype, but it could be a game that ‘works’ well enough for those looking for something like that.
The other direction is a fully open world that changes like GW2 changes; short-term and on a very noticeable and gameable loop, plus dev-driven updates that herd players from one content ‘hotspot’ to the next every few weeks/months.
This is the far more ambitious direction, and the one that will lead SOE to far more issues and broken gameplay than anything else. The presentation and ideas live in an ideal state; the reality of an MMO is you must always assume the players operate under a worst-case scenario. The dream is players will build great-looking castles that add to the landscape; the reality is players will blow the entire world up because they can and rebuild it as a giant penis. The presentation was very much a dream. If the game is also built around these dream-state expectations, hilarious disaster will follow.
Beyond that, nothing shown moves the genre in a good direction. Even if the parkour is amazing and works exactly like the dream-state sells, was anyone asking for that? Will it add anything to the genre besides a few new animations? Was the class/weapons/skills bit anything new, or even a side-step above the norm? The system is pretty meh in GW2, and THAT was a step back from GW1, so what exactly is SOE selling here? I’ve covered the destructible terrain already; that’s lose/lose for SOE. Give players true freedom, and they will bury you. Restrict it enough to keep the bad stuff out, and you likely restrict it to the point of non-factor.
The hardest part of making a sandbox is balancing the freedom you give to the players with creating an environment that is still enjoyable on a large-scale. Nothing that SOE showed suggests they get it, or have a good answer to any of the issues that come with such a design direction.