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Made in us
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The drinking halls of Fenris or South London as its sometimes called

That would be perfect, what is MMO?

R.I.P Amy Winehouse


 
   
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Executing Exarch





Los Angeles

Asmodai wrote:Sigh... MMO and RTS. 40K only exists in genres I don't play.

Hopefully if this is successful they'll make a better FPS game though, that would be nice.


They made a FPS, it was called fire warrior and it sucks...a lot.

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Homicidal Veteran Blood Angel Assault Marine





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beef wrote:That would be perfect, what is MMO?


Massively Multiplayer Online

Ever since I heard of THQ picking up the 40k license I've been begging for a Battlefield-esque game to come out. A 40k MMORPG like WoW would suck...I don't see it working at all. Everything is there for a FPS style game...vehicles, infantry of different flavors (devastators, havocs, assault, tactical, etc), and multiple factions that can be added in with expansions.

Weapons can be unlocked (flamers, lascannons, plasma) and special items (auspex, melta bombs, etc) can be added as well. This system worked great in Battlefield 2142...I LOVED being able to unlock new stuff and customize my guy for my playstyle for the map. After seeing games like Rites of War and Firewarrior, I really hope they don't screw this up.


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Gargantuan Gargant





New Bedford, MA USA


My point, really, is not that infinite lives is a great thing, but that I don't think most people will have a problem accepting it.


I'm not arguing that infinite lives are a bad thing.

I'm just trying to express that they are a hallmark of action based videogames that is not always suitable in a RPG.

All the RPG video games I played growing up allowed me to save the game, so that in the event that I died I wouldn't be totally screwed.

MMORPGs like WOW worked around that by making resurrection and intergral part of the game, and since they wrote the setting it seems natural.

Making a 40K MMORPG isn't the same situation. There are volumes of setting/genre material that gives the impression that once you are dead, you stay that way.

They have the potential to make a fantastic WH40K MMO, but it would be a grave mistake to try and go the RPG route with it, as the setting is too brutal not to include infinite lives, but the setting is entirely innappropriate for such a convention.

I know you may not think this is a big issue, but I imagine you are not a MMORPG player. MMORPG players are fanatical, they have to be.

Your average gamer can blow through their new shiny XBOX 360 game in 40 hours, while ya MMORPG player will spend 400+ hours on a single charecter, and will often have multiple charecters.

MMOPRGS are all about being as addictive as heroin.
The big MMORPGs accomplish that by being desogned well, from the concept level up.

You can suspend your disbelief for 40 hours pretty easy.

Over the span of a few hundred hours, things like that grind on you.


   
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adamsouza wrote:Multiple Lifes, Life Counters, etc... are par for the course in Video Games that aren't MMORPGs.

MMORPGs are suppossed to be RPGs on a grand interactive scale.
Most Pen & Paper RPG vets will testify that 9 out of 10 times when your charecter dies you just start a new one.

I'm all for a Massive Multiplayer Online Warhammer 40K experience, but if my Inquisitor can just pop back to life in a medbay after being exanguinated by a Chaos Demon then it's not really a Role Playing Experience, it's just a dumb video game that will let me whin through attrition as I can only be stopped momentarily.

The Nintendo Generation may need infinte lives to salve their ADD, but it doesn't mean it's the right fit for the genre.


The problem with this form of thinking is the limits of the medium. How playable is a video game where death is permanent? Not very. You are going to run into all kinds of problems.

1) If it requires lots of work to build up your character, one wayward moment of getting caught somewhere, lagging out, having to walk away from your keyboard due to your kitchen being on fire (or other real life “emergency”), or getting blind sided by something you just didn’t see wipes out all your work and you have to start from scratch again. That isn’t very fun.

2) If it doesn’t require much work to build up a character, anyone who does manage to get “high level” caps out and the sense of accomplishment diminishes. In addition, these people are likely to dominate any sort of PVP environment

3) If death is permanent and they do put in a deep character leveling and building system, death is going to have to be really hard to come by since it will obliterate everything you’ve worked for. This will mean that characters end up well neigh invincible since the game can’t really kill you off without letting you play.

If you are going to liken it to a pen and paper RPG, just think about how many times the GM had to bail the players out of a situation where they really should have died. It happens a lot either because players picked a fight they couldn’t win or because the bad guys got some lucky rolls and the players couldn’t stand up to it. The thing is that in a video game, there is no GM who’s devoted to keeping the game going by making sure the players don’t die off all the time. I’ve played in some D&D games were the GM didn’t ever save the party and there were lots of deaths. It can be fun but there were issues too. No character ever made it past level 4 and only a few made it to level 3. That in itself shows that if you are playing such a game, having anything set up for levels past 4 is pointless since it’s basically impossible to get there. The other consequence is that there were plenty of times where the whole story had to be scrapped because the players who were driving it got killed and the remaining ones didn’t have in game motivation to continue on with things.

In a video game corollary, anyone play Diablo 2? Anyone ever play it on hard core mode where death was permanent? Well if you ever did, you quickly found that in order to play like that, you had to play like a complete wuss. You had to always fight monsters that were way lower than you so that you didn’t run much of a risk of death since the consequences for death were just too harsh. All in all, it wasn’t any fun.

So all in all, some sort of respawn system is really needed to keep the game fun and allow for real character development beyond just the initial portions of the game.

This message was edited 1 time. Last update was at 2008/02/14 20:21:07


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Made in us
Gargantuan Gargant





New Bedford, MA USA


So all in all, some sort of respawn system is really needed to keep the game fun and allow for real character development beyond just the initial portions of the game.


Have you ever heard of the feature called SAVE GAME ?

But your points do accurately point out why 40K MMORPG wouldn't work out without a save game or respawn feature. Which is again why I think it should be a MMOFPS.

This message was edited 1 time. Last update was at 2008/02/14 19:27:35


   
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Minneapolis

adamsouza wrote:

So all in all, some sort of respawn system is really needed to keep the game fun and allow for real character development beyond just the initial portions of the game.


Have you ever heard of the feature called SAVE GAME ?

But your points do accurately point out why 40K MMORPG wouldn't work out without a save game or respawn feature. Which is again why I think it should be a MMOFPS.


You cant manually save in MMORPG's for obvious reasons and there is no way a mainstream game like this would have permadeath. Moot point IMO.

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