Bethesda To Have An MMO-Dev Sibling 76
Gamasutra is reporting the exciting news that Bethesda's parent company ZeniMax has just announced they are opening a new studio dedicated to online games. It's going to be headed by Matt Firor, formerly of Mythic Entertainment. "Firor worked for Mythic for 10 years, serving as the producer for the company's popular MMO Dark Age of Camelot, as well as taking a lead role on all of the studio's other projects. Since leaving Mythic in 2006, Firor has worked as a consultant in the online gaming industry, advising publishers interested in entering the online market ... The studio is expected to continue to take on staff over the next 18 months in order to establish 'an entire MMO-sized team,' according to Firor. Specifics on planned subject and platform for ZeniMax's MMO have not yet been revealed." Fallout's MMOG rights are still firmly held by Activision so ... Elder Scrolls Online, perhaps?
How Many? (Score:2, Funny)
How many MMORPG's with a sword and sorcery theme can the market bear?
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Are their any good MMORPG's that are not so dreary/medieval, but not as cartoonish WoW. I don't mind sword and sorcery, but I would like to see something other than medieval peasants and medieval architecture covering the landscape. How about scantiliy clad amazons, crystal palaces floating on clouds, etc...
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IMO, the rand() is a crutch to simulate depth of experience where there is none. If used at all, it should be used in the decision process of the NPCs. Actual combat, or anything else, should be completely deterministic: if you choose great swinging slash and the computer chooses stab&parry, you should get stabbed.
Yeah, it's probably a l
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eq2 was nice but not what
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It looks like Conan and Warhammer will be coming out sometime, and I wonder how these and LOTRO will cannibalize each other. Warhammer does look like it will have interesting PvP though. But they are all seem to have a medieval European-type setting.
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Does not sound like much fun.
I really wish there would be a warhammer 40k one..
I do hear White Wolf signed with a dev house to create a World Of Darkness MMORPG.
Thats right Vampires, Werewolves, Wraiths and more.
I will definately give that a shot.. Hopefully it will be a decent game.
Re:How Many? (Score:5, Insightful)
That being said, I would drop cash in a heartbeart to play a MMORPG with Oblivion-like gameplay. MMORPG meets first-person shooter. Sort of like Darkfall, but with a reachable goal instead of trying to be everything to everyone. Give me fun gameplay, lots of content, and character progression that isn't shackled by that atrocity known as class, and you'll have my $15/mo.
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Over a decade old, and it is a classless, skill-based system just like the amazing innovation that is Oblivion.
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UO is terrible. It was only acceptable when it was released because it was the only thing most people knew about as far as persistent online games were concerned, and even then that's because Sierra didn't advertise The Realm anywhere near enough.
UO suffered (and in some cases still suffers) from terrible gameplay and lag issues, as well as having a solid community of griefers, necessitating a shard system which removes PvP from the gam
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You know WHY they were added? Because the game that essentially defined the grind wasn't grindy enough anymore.
Your stab is noted, btw.. if i could think up a witty retort, i would have done so already. Instead, i'll just stand amazed and gape because y
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As far as skill is concerned, on Oceania (at least.. i couldn't play anywhere else..) what seperated the good players from the dead was ping times.
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If they had stuck to the original PvP system, the original ecosystem concept (originally all creatures needed to eat - b
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The best thing about Oblivion is what happens to it when it's modded. Almost every single PC review will talk about how the available mods turn it in to the game it should have been - from interface enhancements to losing powerless vampires and demons at low level and losing indestructable uber wolves at high level. The biggest complaints most reviews seem to have with its expansions is that they play with the mo
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Oh definitely! Instead of gold farming and the endless grind for experience points, we'll get to see people running and bouncing all over the place, or standing ankle deep in water to train their Light Armour skill. Should be fun to watch.
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The one that is not all about grinding.
Watch as they hate on thieves (Score:5, Interesting)
Compare this to 99% of online games where thieves are universally hated on. The sneak skills don't work. The pickpocket skills only work on poor NPCs and mobs. Lock picking is virtually non-existent.
Virtual world designers hate thieves because they don't play the game in straight lines. They're not trying to get more kit or grind up levels. They're more like hackers, trying to find the interesting nooks and crannies of the game. Using the thief skills you can finish every mission in Oblivion almost without killing a single monster. Fine for a single player game, but how do you balance such awesome skills in a competitive online world?
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RPGs (Score:2)
Anyway, the problem with Oblivion aren't the cutscenes (which are weak but thankfully few). The problem with Oblivion is they tried to make a "RPG" for 10 year old players with consoles. The result is a bit like trying to make an "intellectual" version of Mortal Kombat or a "realistic" version of Super Mario. It's just the wrong kind of app
Re:Watch as they hate on thieves (Score:4, Funny)
You mean he's a fence in addition to being a crazy cyborg ninja?!
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Re:Watch as they hate on thieves (Score:5, Funny)
You are full of awesome ideas. You know what bothers the hell out of me about WoW?! I can eat a razor tail pot pie, and NEVER have to go use a toilet. What the fuck is the deal with that?! I want to HAVE to take shits! That would give Taurens an advantage, because they would have bigger colons than gnomes, and wouldn't have to take potty breaks as often.
And can we get some fucking virtual grooming?! How do they reconcile the fact that my dwarf NEVER needs to clip his toe nails... Things like that really ruin a game for me.
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I think I was pretty clear on that point...if you get caught, you get flagged. If not, no flag.
I didn't play Oblivion for more than 40 hours (just couldn't get into it, dunno why...), but if you prefer it be handled by the cops, I see no reason you couldn't run it like Mo
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I'm going to second the way EVE Online does it. It's quite possible to be nearly 100% safe from gankers in space, even mining. However, there's basically three ways to mine: directly into cargo hold, into secure can, and into jetcan. The third is by far more efficient, but it opens you up to being stolen from.
I like that dynamic. "Here's some options. You can do it safely or quickly. Your choice." And anyone who chooses the "safe" method is, indeed, safe.
And anyone who cho
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The advantage to Eve's techniques is that even rank newbies can use the most secure methods - in
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Awesome.
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Say a lot of things about rogues in WoW, but you can't throw down on their combat and stealth skills (the rest of their skills, YES)...They are extremely solid. The main tactic against a rogue is to "outlast" his initial damage rush...If you can do that, you have a chance to counterattack while he is gathering energy for another
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Everyone has one LOL.
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One of the best parts of the gameplay of Oblivion was the thief skills. Any house you want you can pick the lock, steal goods and sell them to fences. Only the best thieves get access to the best fences. There's even a mythology around it: the mysterious Gray Fox!
Compare this to 99% of online games where thieves are universally hated on. The sneak skills don't work. The pickpocket skills only work on poor NPCs and mobs. Lock picking is virtually non-existent.
Virtual world designers hate thieves because they don't play the game in straight lines. They're not trying to get more kit or grind up levels. They're more like hackers, trying to find the interesting nooks and crannies of the game. Using the thief skills you can finish every mission in Oblivion almost without killing a single monster. Fine for a single player game, but how do you balance such awesome skills in a competitive online world?
On the flipside, the lockpicking mechanism in Oblivion was an absolutely terrible implementation for an RPG, due to the fact that it required player input to be done successfully, rather than relying on any stats. It doesn't matter if you're maxed out in lockpicking, if you're really terrible at the lockpicking mini-game, you won't even be able to open the simplest locks, [although you can have the game do it for you.] and if you're really good at it, then a level 100 lock isn't going to stop you, even at
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If you don't think that PCs won't take anything and everything that isn't nailed down then you're wrong. Within a week of play all house holds in the game will be stripped bare.
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MMOG developers don't hate on thieves, they just need a way to keep players playing the content, and the best way is to grind for the resources, reputation, honor, like everyone else does. Thieves don't need to grind as much as others since they can pickpocket the enemy, lock pick the resources, and they can hide, back stab and garrote, no one needs honor for that. Grinding MMOGs are preventing players from trying to play any other game as they will fall behind their guild ma
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