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For 1.0 players: Anything you miss?Follow

#77 Oct 04 2013 at 4:36 PM Rating: Good
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gnu, sounds like you and i have very similar taste in games :) i love challenges, i love being confused and lost, i love being told almost nothing and having to figure it out for myself. im really not into the current state of MMORPGs that much anymore and even with FFXIV i feel like im "settling" because there is so much hand-holding, so much being told EXACTLY where to go. even the fact that there is a minimap drives me crazy and i have mine turned off (unless im in a new area and not familiar with where gathering points are)

i miss older MMOs where a guy would be like 'hey go talk to this guy, he's by a tree, um i think the tree is orange ??? lol idk ' and you literally have to find an orange tree somewhere in the world using only your eyes and maybe one clue of what city its near. maybe games will get back to this one day :)
#78 Oct 04 2013 at 4:50 PM Rating: Excellent
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chillpickle wrote:
i miss older MMOs where a guy would be like 'hey go talk to this guy, he's by a tree, um i think the tree is orange ??? lol idk ' and you literally have to find an orange tree somewhere in the world using only your eyes and maybe one clue of what city its near. maybe games will get back to this one day :)


This ends up meaning "Go find a guide online" if you want to progress in any reasonable time frame, à la FFXI's quest system.

Edited, Oct 4th 2013 7:15pm by Pickins
#79 Oct 04 2013 at 5:33 PM Rating: Good
41 posts
Pickins wrote:
reasonable time frame


this is the key phrase here, the essence of why MMOs (and possibly games in general) have turned into what they are!! :)

'reasonable time frame' didnt mean anything when we were playing single player RPGs pre-internet. we had no help, but it didnt matter! the goal wasnt 'get this thing done as fast as possible', it was 'play until i have no more time to play and do what i can,' maybe followed by 'eat more pizza rolls'. sometimes you'd play for an hour or more and not get ANYWHERE because you were stuck (not progressing in an hour of gameplay because the game is challenging? unheard of!! shenanigans!! heresy!!)

i remember lots of times being 'stuck' in an rpg, not knowing where to go or what to do (not knowing how to get to the dark world in a link to the past is one personal example), but that didn't cause me to throw the controller across the room (well maybe not EVERY time Smiley: lol) or ***** about how the game was terrible or call nintendo and tell them they need to fix their game because it's "BROKEN" (hmm sounds familiar Smiley: grin). i would turn the game on (or 'log in' as its known today), poke around, try my best to figure things out. days passed and i would still be stuck. but then one day i got it! and it was an amazing feeling!!!!! SO satisfying!! having figured that out by myself without anyone else's help :)

why are so many of us obsessed with rushing through the game as fast as possible? of course we aren't kids anymore. of course we have other responsibilities, family, job, friends, relationships, there lots of things to do in this world and that's an AMAZING thing. but why are games obligated to throw as much content as possible at us during our hour lunchbreaks or the few hours we get every weekend outside of work? i rarely see people accepting games for what they are, whether they are 'hard' or too time consuming, instead we complain and tell the devs its their job to fit their game into OUR schedules, not fit our schedules into THEIR game.

tl;dr games aint what they used to be, the good ol days, get off my lawn, etc. :)

edit: im not saying its wrong to experience games in this fashion that is read the walkthrough do everything by the books rush through the game etc, that is how some people prefer to play, just not me personally, and its tough having fun with games when they are mostly geared toward people who prefer the type gameplay im bored with :)

Edited, Oct 4th 2013 7:35pm by chillpickle
#80 Oct 04 2013 at 7:05 PM Rating: Good
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576 posts
chillpickle wrote:

this is the key phrase here, the essence of why MMOs (and possibly games in general) have turned into what they are!! :)

'reasonable time frame' didnt mean anything when we were playing single player RPGs pre-internet. we had no help, but it didnt matter! the goal wasnt 'get this thing done as fast as possible', it was 'play until i have no more time to play and do what i can,' maybe followed by 'eat more pizza rolls'. sometimes you'd play for an hour or more and not get ANYWHERE because you were stuck (not progressing in an hour of gameplay because the game is challenging? unheard of!! shenanigans!! heresy!!)

i remember lots of times being 'stuck' in an rpg, not knowing where to go or what to do (not knowing how to get to the dark world in a link to the past is one personal example), but that didn't cause me to throw the controller across the room (well maybe not EVERY time Smiley: lol) or ***** about how the game was terrible or call nintendo and tell them they need to fix their game because it's "BROKEN" (hmm sounds familiar Smiley: grin). i would turn the game on (or 'log in' as its known today), poke around, try my best to figure things out. days passed and i would still be stuck. but then one day i got it! and it was an amazing feeling!!!!! SO satisfying!! having figured that out by myself without anyone else's help :)


The thing is, people have realized that games don't have to punish you to be satisfying. Back in the NES days, this was not the case, and that's a big part of why only a small group of devotees played RPGs.

Also, as you mentioned below, we grew up. We had the time to waste back then. These days, I don't have hours to spend without any hint of progress.

Quote:

why are so many of us obsessed with rushing through the game as fast as possible? of course we aren't kids anymore. of course we have other responsibilities, family, job, friends, relationships, there lots of things to do in this world and that's an AMAZING thing. but why are games obligated to throw as much content as possible at us during our hour lunchbreaks or the few hours we get every weekend outside of work? i rarely see people accepting games for what they are, whether they are 'hard' or too time consuming, instead we complain and tell the devs its their job to fit their game into OUR schedules, not fit our schedules into THEIR game.


Two things:

1. It's not about rushing (look at my character, I've been playing regularly since 4th beta and still haven't gotten a class above 40) it's about not needing to refer to an outside source to progress in all but the most trivial quests, as was the case with FFXI. Because, lets be honest, pretty much only the first people experiencing the content did it without a guide. There is no reason quest objectives shouldn't be stated clearly in the game, IMO.

2. Games have to ft into our schedules, or we can't/won't play them. With the wealth of entertainment options out there, it's too easy for the potential customer to move on to something else. I'm not saying that overly difficult/time consuming games shouldn't be made, just that you can't expect a game that the devs intend to be accessible to the masses to also be obscure and borderline masochistic.

Quote:

tl;dr games aint what they used to be, the good ol days, get off my lawn, etc. :)


This pretty much sums it up. You're looking at the past with rose-colored glasses.

Quote:

edit: im not saying its wrong to experience games in this fashion that is read the walkthrough do everything by the books rush through the game etc, that is how some people prefer to play, just not me personally, and its tough having fun with games when they are mostly geared toward people who prefer the type gameplay im bored with :)


I totally get your point, even if I don't feel the same way. Lucky for you, there are still some games being designed for hardcore types, this just isn't one of them.

Edited, Oct 4th 2013 9:07pm by Pickins
#81 Oct 04 2013 at 8:38 PM Rating: Excellent
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There is another thing that I miss. I loved the original class system and the complete flexability to equip any combination of abilities. I know most people disagree but I loved being able to design my class to suit the situation. I understand others point of view and wanting unique jobs but I liked the unbound potential of the 1.0 class system.
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#82 Oct 07 2013 at 1:19 PM Rating: Excellent
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I miss the feeling of accomplishment after figuring out how to navigate the user interface.
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