FilthMcNasty wrote:
The games may vary, some of the mechanics may vary but we've seen them before dating back probably before some of the people who have posted in this thread were born. LoV is essentially pet battles with a different name and slightly different mechanics than found in other games. While all of those things are welcome additions to the game that players might enjoy, they're certainly not unique.
Now I am getting what you mean. You weren't simply speaking about being unique in the mmorpg space, you were speaking about brand spanking new game systems. This is why I have a problem with the combat system. FF has created new unique battle systems throughout the series, sure they kept it more similar in the earlier titles. They used to be the golden touch rpg developer, who others would take concepts from and look forward to. Which is why I think they should have iterated and polished the original alpha power gauge system versus scrapping it to emulate Elder Scrolls the second time and WoW the final time.
FilthMcNasty wrote:
I understand the concept of keeping things simple and familiar because many of the mobs and spells nomenclature remains from prior FF titles. Not that there's anything wrong with that, but there was an FF that was the first to have Gold Saucer. There was an FF that was first to have chocobo racing. What I would like to see is SE at least attempting to support the 'comfortable' additions of features and events we've already seen with something new.
I believe that was the intent of Free Companies, an in game guild with multiple avenues for players to come together and join forces to reach in game goals together. Bad execution and constant complaints about how it isn't like X other game has caused SE to revise and lose it's original fervor.
FilthMcNasty wrote:
If I were on the development team I would ask myself every time I sat down to work"What can I bring to the game that players will enjoy so much that they will want to see it 10 or 20 years later"? What is going to be the next Gold Saucer? The next chocobo race? SE ironically has earned a place in development history as the 'look forward to itâ„¢' team when it comes to future content. I would expect that they could follow their own advice and try to look forward to what will be the next event that will endear players to the game.
I can answer this and I am not even a developer.
The first big one to answer is fresh, original, tactical combat that sets a standard for other rpgs to follow, since this is what most rpg & action games have players spending most the time doing.
The second is dynamic, tangible and destructible worlds. Every game tries to push some form of this but usually it either is limited or stuck in developmental hell. GW2 with it's dynamic events and tomb raider esque jumping puzzles, Black Desert online with it's AC esque parkour, ESO with it's justice system, Swtor with it's good/evil alignment D&D esque system, recent games are designing content in the skies, EQ next was one mmo trying to build a whole rpg around DTD and so far it has had the company sold and people questioning if the game will even ever release.
What will players want to see 10 or 20 years later? A game that can pull every trope into one game, make it encompass the whole world, make it rich, deep, rewarding, and do it better than everyone else. Versus creating isolated packets of gameplay which feel contrived or separate from the game world, turning the world into a lobby. I would ask myself "How can I bring dynamism,tangible systems and destructible worlds into here, bring those things into my entire game and not separate systems and make it great?"
What makes something worthwhile to me and in many of those systems? Choice, so they need to examine what in those systems are players so enlivened by.
Edited, Oct 29th 2015 8:33am by sandpark